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#1 (permalink) |
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Artist
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WIP: Blizzard Art Contest Entry
Hi guys, i like to share my entry with you guys. Hope to get any form of critics and comments
![]() ![]() I feel its still kind of weird somewhere but i dont knwo where is it... probably will have to tweak the model while i'm doing the texturesWill update again soon ![]() |
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#2 (permalink) |
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Senior Artist
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Great to have some Blizzard Comp. stuff around here. Your model looks very good, nice armor and good looking mesh structure. Could you post a non-wireframed render too?
Ellbows and knees and fingers also seem to be well done for rig/animation! In my opionion his boots look a little strenght. Down to his torso he looks great! I don't know how you'll texture them or if you'll use normal maps, maybe that would make em look better. Which game did you pic? Warcraft series?
__________________
The trick is to know when you're the latter, so you can become the former. Revolver |
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#3 (permalink) |
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Artist
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zortech thanks for the prompt reply
hmm the boots too straight.. probably can tweak that area. Thanks haha i'm stressing on how am i going to texture too haha... for normal mapping, i probably will give it a try.I'm doing Warcraft here you go. the non wired ![]() |
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#4 (permalink) |
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Senior Artist
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Lower legs look too long, but it’s tough to tell. Looks like a stiff pose, which could be throwing me off.
The grey accessories appear to be sitting too low (on shoulders and waist). The armor on his lower half is very exaggerated, but the upper body is not. You should scale the upper body armor up so that it is consistently exaggerated. Big overdone armor is very blizzard style. Don’t know what you plan is, but you must include some sort of helmet or head adornments. A bald head man is so generic, and you’ll need something to offset the profile. I like the face in the armor, though it could have some edges optimized out around the collar. |
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#7 (permalink) |
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Artist
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Hi guys thanks for all the inputs.
![]() chris: You comments is straight to the point. I didnt realize it it until u prompted it Thanksphantom: yeah i will give my best shot to optimize it.. zadeko: Haha thanks for saving the image man.. I love to learn something from you too btw, i dont understand what do u mean "how the edge in a poly runs". Do you mean edgeloops? Can you please enlighten me. thanks ![]() |
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#9 (permalink) |
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Senior Artist
![]() 176
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aight there we go,
![]() this is a start, a simple poly, a basic poly is build up out of triangles, now there are 2 triangles in this poly, now you can place them in 2 ways, with an edge running from left top to right low, or the other way around. max always places them into the same direction if im correct so you need to adjust some to make the model look better. ![]() as you can see this will give you 2 totaly different results. ![]() ![]() so what you need to do is fly around your model and look for those edges that need to be turned as i like to call it. if you use max it is realy easy, you grap some verts, you connect them in the way you want them to be, press 2, right click remove. ( you can remove all at once if you connected all and go to edge mode ) now you changed the way they run and also changed the way your model looks, this can take away those dark lines in your model and give it a better shape. edit: i think ill make a little tutorial for this because it is importand.. but very few people know this or dont take it seriously. ( maybe you do so dont mind it... ) Last edited by Xadeko; 08-26-2006 at 08:44 AM. |
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