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markyboy
08-11-2006, 07:35 PM
Hey Guys,

This is my first post ever on the internet. I ve been doing 3d for a year now at the NAD center in montreal. This is my final project at school, it constit of a in-game next gen character (i have 7270 triangles). It is design by me inspired by the saracens knight during the crusades.
It still a work in progress, so i need your advices and critics to improve my work .

I have used 3d max, zbrush and photoshop.
Thanks

Markyboy.



http://www.image-dream.com/membre/up/anonym/1b827bc78c051577e2ad9185e0bdf8f0.jpg
low_poly_baked (7270 triangles)






http://www.image-dream.com/membre/up/anonym/3b341d1f5ec33a001c396c7ac2cfd449.jpg
high_res( about 2million triangles)





http://www.image-dream.com/membre/up/anonym/d2fe1981ddee01cc88d48fd9f21ade18.jpg
low_poly





http://www.image-dream.com/membre/up/anonym/e8b9eb241b70adf076e3768c2d6281fb.jpg
low_poly_wire

Zenneth
08-14-2006, 04:38 PM
Although I'm not a fan of lowpoly game model, I really like your work, it's a good break from the usual goody and valiant knight.

sakeo
08-15-2006, 04:52 AM
impressive work mate!

seventhronin
08-15-2006, 04:54 AM
you should improve your diffuse, it is so last gen...

and what about that pose ?... hes looking retarded,

finally a good lighting would improve the mesh a lot... although you could put it in the shadow in order to hide it... since it aint very developed

chear up...

one day youll make it...

i give u 2 stars

Matt-Clark
08-15-2006, 05:24 PM
7th_ronin:

"retarded" isn't contrustive criticism, I suggest you cut out those sort of comments and stick to the valid points to avoid your comments being deleted.

Please check the forum rules.

Schoenrock
08-15-2006, 05:46 PM
i like your texturing, but i have an issue with the normal map. it could be due to the lighting setup, but i think it is either not turned on in the renderer, or is being washed out. you really cant see the extra detail on your render. other than that, it looks amazing.

Digiegg
08-15-2006, 06:12 PM
Hey man, nice work. Looks good so far. The lighting could be improved more though so we can see more.
See if you can post up a higher resolution =) We wanna see the textures!

markyboy
08-16-2006, 03:30 AM
Here s a new render with better lighting so the normal could render better. (i m not really good at this lighting stuff, so if some people could gimme tips it would be much appreciated.)

http://www.image-dream.com/membre/up/anonym/75407921d8f8176210ac03be364f9667.jpg
( IN GAME MODEL 7230 TRIANGLES)

Lehnard
08-16-2006, 07:35 AM
He looks great (love your Textures) but I think his Chest and especially his Helmet could have less Polygones without loosing detail.

xolvierx
08-16-2006, 12:57 PM
Really nice model, your best work since the begining of school! The only thing that i may think that could be improved is the textures of the little rounded things that holds the chest plate in place. The metal on the helmet could be worked a bit more, im not 100% sure its metal or fabric. More scratches!

For modeling, the spike on the top of the helmet has too much poly. Those poly could be used to refine the shape cape

For lighting.... 1 target direct area shadow (cast shadow, white/yellowish tinted) at 45 degrees from the camera angle facing the left side of the character. on the right side a little omni with low intensity (white/yellow), no cast shadow, and in the back, a target direct, blue tinted, no cast shadow to have a nice rim light. Annnnd dont forget to add a skylight with 20 samples and maybe add a hdri map in the skylight texture map.

environment > character haha just joking.

good work buddy

seventhronin
08-16-2006, 08:10 PM
mr. Clark, my apologies,

I was fooling, this dude is a mate of mine at school, I was only joking him, usual thing that we both do to each other... , just sorry it seemed offending...

won't do it again...
have a nice day


-----------------------------

it's kind of glowing

dagann
08-16-2006, 11:28 PM
Nice work.

I love the design .

Tarantony
08-17-2006, 12:35 AM
Good Job. I really like the cloth. You could make a plane at his feet. Then de sadow will drop on it.

Keep going !

markyboy
08-18-2006, 02:11 AM
Thanks guys for all your comments.

Very much appreciated.

A.Chai
08-24-2006, 05:00 PM
Impressive work !

As others suggested, the polycount could be lower ... however ~7k polys for a character isn't too shabby, especially since this is a school project and polybudgets vary from project to project.

I can't critique the actual poly usage, since it's hard to see the object's wireframe in your render, but i can say the helmet is too dense, also the knee could have used a few less loops (it looks like the knee is spread over ~10 edges right ? seems a bit overkill to me, remember the body/head is where most attention is, and therefore shouldn't be less detailed)

I assume you are using max's wireframe material - in cases such as this (getting critic in a forum) you may prefere doing a rough screenshot inside max where the wireframe is better viewed and maybe add 1-2 more views, it's also quicker.
If you'll make a demo reel you would obviously want to render the wireframe, but this isn't the case here.

I have some questions from curiousity about NAD but i'll PM you so the thread stays ontopic :)

Pendulum
08-24-2006, 05:08 PM
I think a standard 3 point lighting setup would be fine, and I think you need to adjust your camera, because your model seems a little distorted in the render.

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08-24-2006, 05:08 PM
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