PDA

View Full Version : Game Character: 6 Armed Alien


nathanielbell
01-27-2004, 12:52 PM
This is a game character I just finished for a student / independent game thing. Its 4568 triangles. (I know alittle high, but they told me a 5000 limit) and has 1 512 map. He's fully rigged and animated. Any sujestions would be great, I will be looking for a job in a month or so and would like to fix any issues you might see for a demo reel.

Thanks...

http://homepage.mac.com/nathanielbell/udala_layout.jpg

Frank Dodd
01-27-2004, 01:17 PM
Very nice work on this one I like the geometry and the UV mapping work which appears to have been very successful.

I'm less sure about the cellular structure of the skin that has been applied to the character, is it representing snake like scales?

Overall though a nice job, a wire and an animation would be nice :cool:

nathanielbell
01-27-2004, 08:20 PM
Hey thanks for responding. Heres some wireframes. And a few quick animations cycles. A jump, punch and being hit kind of thing. Let me know what you think of them. Thanks again.


Animation Cycles 3MB (http://homepage.mac.com/nathanielbell/udala_cycles.mov)

http://homepage.mac.com/nathanielbell/udala_layout_wire.jpg

Piata
01-27-2004, 09:32 PM
nice model, but the skin is lacking something. Feels almost flat and lacking definition.

Frank Dodd
01-27-2004, 09:39 PM
That looks like a good rig, you have some nice natural motion in there too (which must be quite difficult with all of those arms) there appears to be a huge number of polys in the fingers and feet, mind you if the model is under budget I guess it doesn't matter too much.

Nice wire and animation, thanks for that.

nathanielbell
01-28-2004, 02:54 AM
Thanks for all the input. Yeah now that you meantion it I could have concerverd alittle more on the hands and feet. Between six of them it would have dropped my poly count alot more.

I was feeling pretty good about the texture, but now it seems flat to me too. I'll have to work on that. Thanks guys..

Gatling
01-28-2004, 03:05 AM
I think the skin is fine, but not sharp enough. Can you 4x the size to 1024x1024? That is what is used for characters in current engines anyway. (~3x 1024*1024 for UT2003)

OzzyCat
01-28-2004, 08:02 AM
Erm... not unless you are running a PC with a friggin' GeForce FX or Radeon 9800.... lol

Well, to be honest, when you are working in the real games industry, you tend to find that most companies are more interested in low texture work. 256x256 stretches the PS2!!! I wouldn't think you would find to many companies being enthusistic if you work was all based on the specs for a brand new state of the art PC game. Because the money doesn't lie in these games, in the same way it does on PS2.

So, in comment on the peice. I like it. The texture is lacking slighly sure... but I think its an artistsic thing more than a technology thing. The colour is not the nicest (maybe a different green hue) and the design isnt the nicest. But the model itself is very nice. It seems like you have taken the time to think of where the extra detail is needed for skinning etc.

nathanielbell
01-28-2004, 12:07 PM
Yeah I painted it at 1024 x 1024 so I could do that. What about bump mapping. Do many engines support that yet or just a few.

Thanks

looloo
01-28-2004, 01:38 PM
Good work ! I think the texture can go into more details.

CGTalk Moderation
01-17-2006, 07:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.