View Full Version : Characters
02-03-2002, 06:17 AM
Hey, im so pleased to see that a game forum is up. These are two characters I did for a Serious Sam mod I did for class.
They weigh in at 3k polys trid
Modeled in Lightwave
Textured and animated in Max
Poses inspired by Alphawolf :)
02-03-2002, 07:30 AM
I like :D
02-03-2002, 03:25 PM
the bottom one looks a little too much like Darth Maull, but I like the top one a lot.
02-04-2002, 03:41 PM
Hey these are pretty cool. Any chance to see the wireframes and the texture maps?
02-04-2002, 10:54 PM
Here they are: You can see hes fairly monocromatic, I tried to push the color by having cool shadows and warm lights. I dont even think ive scratched the surface in that catagory, it needs to be pushed more. After looking at bobo's work theres a lot of areas that I could improve.
I dont have the other guys texture and wire saved for web, if anybody really wants I can post those too.
02-05-2002, 08:55 PM
Wow, nice models. They do remind me a bit of ALPHAwolf’s style (Which I like BTW. He’s one of my studio mates), Honestly I think you could of pulled off the same characters at 1500 polies.
I am a big sucker for larger then life characters. I really like the overall design. The only thing that bothers me about the first one is the shape of the arms. They just seem bulbous and lacking of real definition. The one thing I would suggest for the skin is to mix in a little bit of cool colors in the shadows. This helps create the illusion of depth. On the second one the only thing I see is again the arms aren’t proportioned correctly.
I really like the direction you are heading with your work. You display a lot of talent.
Keep it up. :)
02-05-2002, 11:37 PM
Hey thanks! im honered by your critique. And you made a lot of good points. I can see now that the shape of the arm is very off especially when I compare it to your model. For some reason I over looked silhouettes in that area. I tried to do the cool colors but like I said before I obviously didnt push it far enough. As far as the poly count goes well lets just say lots of it is in the hands. My last model the hands were very very... lets say bad. So I went overboard. I must say you have inspired me and the next model im going to work on will be much lower in polycount.
06-29-2002, 10:48 PM
Is that Serious Sam mod that you worked on available to the genral public? :)
06-30-2002, 01:56 AM
I dont think so, we got about 2 levels, and other projects have already taken higher priority to putting the game out, it kinda sucks but it happens.
01-13-2006, 01:39 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.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.