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View Full Version : Bad Azz Xbox/PS2 Character


jscarr
07-19-2002, 07:37 PM
My own personal treatment of an existing character.

Modeled & textured with Xbox/PS2 consoles in mind...

HADES
07-19-2002, 07:42 PM
really nice modeling and texturing..no critics........perfect for me

harvest
07-19-2002, 07:47 PM
realy cool model based on joe MAD design i realy dig it:thumbsup:

jscarr
07-19-2002, 08:11 PM
thanks, guys,

It was a fun one to work on -- 3 quick days, and lots of exploring how to design the paint...

More characters in the weeks to come...

thanks,
Joe

P.S. I just did this guy, too, but haven't got much response... if you'd care to critique... http://www.cgtalk.com/showthread.php?s=&threadid=14567


and here's the wireframe for this character:

Dave Black
07-19-2002, 08:27 PM
This image demonstrates all the techniques and visual qualities that make for an exceptional textured model.

Congrats:

****

JFrench
07-19-2002, 10:01 PM
You are aware that game models need to be triangulated, right?
The toes are probably a little denser than a game model would usually have. Good model otherwise.

whyabadi
07-19-2002, 10:25 PM
good job !
Modeling 8/10 , Texturing 9/10 :)
I think it needs more optimization, anyway *GREAT* model :)

neverman
07-19-2002, 11:41 PM
Def needs some optimization - hands feet -
looks great - very true to the original design

concept art (http://www.trilunar.com/dl/CH_03.htm)

how many faces - could we see the texture alone as that is a big factor in games also - tex optimization - thx for sharing

jscarr
07-20-2002, 01:33 AM
Thanks, Neverman,

You're totally right -- there's lots of texture (and model) optimization to be done... something I didn't push too hard on this model because it was one of my serious first texturing attempts and also the 3-day timeline.

My second serious model has a much tighter texture map: http://www.cgtalk.com/showthread.php?s=&threadid=14567

Total polys for this model was initially 1658 but was painted and shown with 1 subdivision (*4) for aesthetic purposes. Of course this would not be done with an actual model, but I was using it to try and get a job... (and am still looking if you're hiring)

Attached is the texture map and you'll see the "unoptimized" use of texture space. ;) I've only attached since you requested...

"... and with each step we learn to improve..."

thanks,
Joe

jscarr
07-20-2002, 01:34 AM
That texture map is shown as 512x512 only to save download time... it was mapped at 1024ē, standard for primary Xbox & PS2 game models...

Ivars
07-20-2002, 01:50 AM
It would be really nice if we could se the model without that extra subd.

It looks promissing.....

I donīt think a 1024*1024 texture is standard for PS2, concidering that the PS2 has no more tham 4 mb of memory. Maybe for a Xbox.

SINNER
07-20-2002, 03:18 AM
Its COOL modeling and texturing


but is too Scred harakter for me :surprised

stecki
07-20-2002, 07:11 AM
plus most textures on a PS2 are only 64x64 8 and 4 bit. grr...

Ckerr812
07-20-2002, 08:42 PM
also..in my experiance (which is only about three months) I have never seen a game engine that takes Quad polygons, sine all renderes convert to tri poly's anyway. So if it was a game model, wouldn't triangular polyygons be more appropriate. I could be wrong though, I have only modeled for Gamecube.

jscarr
07-20-2002, 08:50 PM
Ckerr,

You're quite right -- the quads you see in the wireframe are there because this was modeled in Animation Master and then exported to 3DSMax.

Here's the Max wireframe (though some of the edges didn't show up -- you can tell where they are):

KazuyaMochu
07-21-2002, 12:10 AM
Hey jscarr! amazing!
and belive me, I've see alot of low poligon models for realtime redering in games! and this one is realy well done
altough this is not quite my style or my "thing", I have to say it's preatty amazing. Very... "pro" :applause:

keep it up! hope to see more from you

jscarr
07-21-2002, 12:37 AM
Arigato Kazuya Mochu! It was a fun model to create and I will be making several more along this vein as I continue to search for work...

I'd like to address Stecki's comment about pixel size/depth... I am likely incorrect about 1024ē being standard, but this was the information given to me from from Taldren and so I used that size in creating this character...

Sorry, Stecki... I didn't mean to throw bad info out...

-Joe

RavenX
07-21-2002, 08:10 AM
Wow! That is awesome! I'm still getting the hang of 3D modelling and the like. I hope to see more of this soon! Rock on! :buttrock:

Edge Loop
07-21-2002, 02:02 PM
very cool work!

Though to get that real PS2 look you should drop the texture to 2x128s' (or 1x256) :D

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