PDA

View Full Version : Tagger character


faz222
05-10-2006, 11:34 AM
I've posted this model in the Gallery section but I would like to have some comments from people doing game art in here :buttrock:
------------------------------------------------
I’ve created this small scene to present my latest Tagger character model.
I don’t usually create an environment for my models but it’s something I wanted to try.
The triangle count is 5600 and I’m using a 1024*1024 texture for the body and a 1024*512 for the face (not including the scene).
Hope you guys like it and your comments are welcome ^_^
------------------------------------------------

http://www.jungle-digital.com/gallery/albums/userpics/10001/Tagger_1.jpg
http://www.jungle-digital.com/gallery/albums/userpics/10001/Tagger_2.jpg

[/url] The original Gallery Thread is [url="http://forums.cgsociety.org/showthread.php?t=355206"]here (http://www.jungle-digital.com/gallery/displayimage.php?album=5&pos=1)
Cheers !

LoTekK
05-10-2006, 11:43 AM
Love the model. :thumbsup: Textures look good in general, but the pants aren't looking so hot. The wrinkles and folds don't look very natural, imo.

The respirator's a nice touch, and I love the stuff in his cargo pockets.

SHEPEIRO
05-10-2006, 11:52 AM
its very good but there are some bits to crit, like lotekk said the folds in the pants arnt great, they need some sharperfolds and some larger flatter parts. less consistency.

also the hands are tooo fat where they go inside his top.

Tagger
05-10-2006, 12:23 PM
phuh, doesnt look a bit like me at all ;)

vikasumit
05-10-2006, 03:22 PM
hi..

this is great work well at first i dont find any problem but after crits by other, yes they r right.

well i am new to this field, i want to ask all of u that texture size which r u using is it right?
i heard that 3 map of 512 is good then 1 map of 1024 beacuse it render fast on game engine...

ill_logic
05-10-2006, 05:23 PM
i agree about what lotekk said about the pant wrinkles. and a lot of them seem pretty unnecessary, just wrinkles for the sake of having wrinkles. same goes for the back of his coat. they just look out of place to me. and the hands to look way too puffy. but everything else though looks pretty damn good. i might add a few more paint specs to his clothing. i see it on his pants & shoes & those tiny specs on his face, but they're really tiny. maybe make them a bit broader?

vikasumit- if you had a question you should start a new topic instead of riding the coat tails of someone elses lol.
think about it like this, generally, you've got your 1024 as a square, yeah? that's 1024 x 1024. half of 1024 is 512, so a 512 x 512 is going to take up a quarter of the space of an 1024. thereby 4x 512 x 512's (one side by side & another underneath) will take up the same square as a 1024. the problem is you're not going to get the same level of detail, so it's all relative to what the task at hand is. with newer systems it's not that big a deal. somebody can correct me if i'm wrong but ut2k4 has 1024x1024 textures for its characters. that's just one example. would 3 512 x 512's load & work quicker in a game engine? yeah. would they look as nice, generally speaking, no. hope that helps


-J

Johny
05-10-2006, 08:34 PM
ilike the overall character, i just dont like the bump nor the specular, since it seems unthinked of, like you just converted the image to grey scale, and increase the contrast on the specular. anyway , i realy like the overall theme.

congrats!

faz222
05-11-2006, 02:00 AM
LoTekK – Thanks, I’ll try to redo his pant’s folds and wrinkles. Glad you like the rest of it :)

SHEPEIRO – ok, I’ll check those fat hands too ^_^ thx

Tagger – hehe, send me your pic and I’ll see what I can do ;)

Vikasumit – Well, in size, one 1024*1024 = four 512*512 textures. What is better, I guess it all depends on the engine and the type of game. The more texture files you have to load when running the game, the more memory it’ll require.

ill_logic – Folds, paint and hands >.< ok I’ll modify that, thanks for your comments.

Johny – I have created the Bump and Spec from the color version of course but I’ve added things to them. For instance the bump has a very small pore texture (not really visible on the pictures here) and although the spec is a colored version with more contrast, I’ve painted in the brighter parts and added details to the mouth area. If you have some comments to improve them please go ahead. :)

Thanks everyone for your comments, I’ll get to it and post some updates soon.

Cheers !

CGTalk Moderation
05-11-2006, 02:00 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.