PDA

View Full Version : Character: Generic PC


three
01-30-2005, 01:30 PM
Right, I'm back again. Some of you might remember me from my "question:" threads. This time I've actually got something to show.

http://web.telia.com/~u52313329/showoff01.gif
PC Morph Model #1



Of course, this is still very much a work in progress, regarding the textures at least. I would also like you to know that this is the first textured organic model I've done. If you have critique, please tell me.

Okay, what do you want to know?

Feet need to be textured
The model is not rendered, this is a viewport shot
Texture illuminated 100%
Color scheme is not set in stone
The model is for an RPG and the above will probably be as close as the camera will get
The head is still only roughed out
If there's anything else you want to know, just post a question.


Programs used
3D Studio MAX 7
Photoshop CS
Deep UV
Texporter
Chuggnuts

Allright, shoot away. Be as rough as you want.

RampanT
01-30-2005, 02:58 PM
Looks not bad. Although the info really needed is polycount and texture size, and maybe a wireframe image.

The proportions look pretty good, although i'd say the waist was too thin. It's difficult to comment on the texture since you're showing a viewport shot with 100% self-illumination, cos it just makes it look totally washed out.

Other than that, looks like a good start.

three
01-31-2005, 06:12 AM
Hello RampanT.
The information you wanted:

1 512x512 map
Polycount: 1252
The images requested:

http://web.telia.com/~u52313329/showoff02.gifhttp://web.telia.com/~u52313329/showoff03.gif
Still 100% self-illumination




http://web.telia.com/~u52313329/wire01.gif


The below is an image with no self-illumination but with one spot and three omnis to remove the 3DSMAX shadows.

http://web.telia.com/~u52313329/showoff04.gif

And here's my texture map:
http://web.telia.com/~u52313329/texture_512.jpg

CGTalk Moderation
01-31-2006, 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.