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Reyes
10-05-2005, 01:11 PM
As Usual c+c welcome

http://img363.imageshack.us/img363/5690/axelfoleymain4ye.jpg (http://imageshack.us)

http://img363.imageshack.us/img363/4127/axelfoleyheadgun0dm.jpg (http://imageshack.us)

SHEPEIRO
10-05-2005, 01:46 PM
hey there did i see this a few weeks ago, in early stages?

nice to see it finished. really good work on the texture.:thumbsup:

but i have a few crits on the mesh.

1 wrist is too thick. hand is too long and the figers way too short, looks like he had an accident with the food blender.

2 arms look too thick all the way, or his heads too small, i think its probably his head actually.

3 i dont know the sizes of your textures but they look pretty big, i think they are a little too big for the amount of polys used, I would either reduce the size of the maps, or cut more detail into the model (if you cut you can preserve the texture map). i would cut detail into the arms (make thinner and add folds in clothing, and add edge rings where arm and sleeve meets)

also have you got any wire shots, cos more geometry could be added to help when rigging those shoulders knees and toes(whoops i meant elbows)

as i say really good texture work

Serp
10-05-2005, 02:40 PM
Hya mate, nice model. The detroit lions logos seem slightly distorted. The one on the back seems stretched and the one on the front seems squashed.

Reyes
10-05-2005, 03:29 PM
thanx for feedback
SHEPEIRO-your right about hands and arms, i got stuck on trying to implement creases on model,did search web for clothing tuts but nothing of great use,thought i could get round it with texture.
I think head is ok actually, the renders make it look slightly smaller due to dark render(used default lighting 2x instead of 1)

Serp- you are right on logos, had a tough time getting photos for these and as you have noted they show that they have been scaled and lost some sharpness.

SHEPEIRO
10-05-2005, 03:35 PM
quick and easy way to do tcreases, use your texture as a guide, cut along where each large crease seams to be once along the top of the crease (the hills) and once along each side of the crease(the valleys) then simply move the vertexes around to your liking, then make sure you use the collapse toll when optimising the mesh, to avoid messing the tex co-ords up.

hope that helps.

the rookie
10-05-2005, 03:40 PM
LOL!! :D, I from Detroit, but this is pretty good, texturing is really on top of it too, what was the poly count? and what's funny about this i was just talking about my best friends dad who was a extra in berverly hills cop 2

xX_eXiGe_Xx
10-05-2005, 03:43 PM
Wow! Nice work!:bounce:

Mastahful
10-05-2005, 06:46 PM
Hey, I agree with Sheps crits, and itís a nice model, but the thing that stands out most to me is the fact he doesnít really look like Eddie Murphy, however being a low poly model itís a good effort.

WHW
10-06-2005, 09:28 AM
Ha! I watched this again and the second one the other day. Great films both. Must get around ot the third one at some point...

I knew instantly who it was based on the clothing, but I'm sure a photoref would've brought out the likeness of Eddie Murphy more. Wasn't he wearing a T-shirt from a school? (Checks IMDB) - ah!:

"The T-shirt that Eddie Murphy wears in the film is from Mumford, an actual Detroit area school attended by one of the filmmakers. When film came out, the school received orders for the shirts from customers all over the world."

May we see the wireframe please?

Reyes
10-08-2005, 11:16 AM
Thanx for feedback guys,Have made several changes following your replies
Finished with this now but as always i would appreciate your c+c
http://www.imageshackuk.com/files/1008/Axel-Foley-Lo-poly.jpg

SHEPEIRO
10-10-2005, 08:09 AM
thats much much better. nice

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