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wizo5454
01-12-2007, 05:17 AM
Concept artist: Scott Fischer (awesome artist, check his stuff out)
3D Artist: Simon Labreche.

Here's another character I did in school. It's based off Sera Avenger, a Magic the gathering artwork.

C&C very welcome



http://i96.photobucket.com/albums/l175/wizo5454/angel_public.jpg



Polycount: 12 000 triangles (quite high)
Textures: Normal,Diff,Spec x 2 (skin/armor)


thanks to Richard Naoum for helping on the pose

Woyman
01-12-2007, 05:28 AM
How many white lands do you have to tap in order to summon her?

Seriously tho, this is awesome. :applause: No crits from me. Can we take a look at the wires?

ArchangelTalon
01-12-2007, 05:30 AM
Looks fantastic dude. Really like the wings and, well, all the rest of the model :P

Can we see some wires (and maybe flats)?

Woyman
01-12-2007, 05:33 AM
Something I didn't notice on my first look, but I really like the painterly textures on the wings.

wizo5454
01-12-2007, 02:04 PM
Here's the wireframe
http://i96.photobucket.com/albums/l175/wizo5454/wire-1.jpg

and flats: (now you can see its not well optimized :P )



http://i96.photobucket.com/albums/l175/wizo5454/normals.jpg

jramauri
01-12-2007, 04:41 PM
Very impressive! :applause:

TheGodZero
01-13-2007, 07:20 AM
Looks good, but....

It looks about 6k not 12k, but thats not whats killing it for me. The textures are whats really killing it. Your unwrapping hurts it the most, the whole model could fit on one of those textures. The other thing is the diffuse texture is lacking any real detail, as of now its basicly a color map. It would be well worth your time to think about reunwrapping everything on to a 1024x for the body and a 512x for the head/hair.

XTitan
01-13-2007, 08:08 AM
Looks great but the poly count could be lowered. I agree with TheGodZero, the unwrapping needs work too. Without looking at the unwrapping and polycount I would say this is great, but they need some fixing. Keep it up :) keep us posted

RO
01-13-2007, 08:08 AM
I agree the unwrapping is horrible. As for the end result it is pretty damn good. But still You could lower the polys still and increase the texture space a lot. And you would still get better results. The poly issue is small compared to the texture space imo.

Looks cool though.

wizo5454
01-13-2007, 08:26 AM
thx for the feedback.
I admit it could be optimized so that I use all the space for both texture just by scaling the UVs and packing the UVs better. I made two separate texture (skin/hair , armor) for a good reason, it allows to set different materials to each textures sheets.. but still, I really know this could be optimized and I know this is not an example to follow for texturing. I guess I worked the normals more.

Ill rework the packing and textures so I can update this to a real in game character.

TheGodZero
01-13-2007, 08:56 AM
Well then you should think about making then a 512x or a 256x for the wing textures so that they can be alpha and diffuse only.

I really do think reunwrapping the body would be a good idea. The way you unwrapped parts of the body were unneeded and only make it harder to texture. Take a look at a few of my older textures, might help you some with yours.

http://tgz3d.com/images/wartex.jpg
http://tgz3d.com/images/DAtex.jpg
This one the cape is its own texture for the same reason as your wings.
http://tgz3d.com/images/DKtex.jpg

wizo5454
01-13-2007, 05:03 PM
that's some great texture work. I like it. I texture with ZappLink so it makes it really easy to paint the model. Or I use the normals as a reference to see where im painting.

As for the wings, their are actually on a different texture, it was just pasted on one of my sheets. Well I might rework the textures from scratch, then retweak the skinning and make a couple of poses for fun. you guys gave me the motivation to do it :). It would be even better with some animation on it.

Peddy
01-14-2007, 02:53 AM
How many white lands do you have to tap in order to summon her?


I'd tap her white lands.

ugh...:rolleyes:

anyway. is there a reason the poly count is so high? was there are particular engine this is intended for (even just idealistically)?

wizo5454
01-14-2007, 06:56 PM
peddy: this model was for my portfolio so I guess its just a show-off kinda thing where specs doesnt matter as much as a model I would have made for an engine. The main reason there is so much triangles is that I push a turbosmooth on the hair :) without that turbosmooth it would be around 8k. I also added a lot of subdivision to the overall model so that the silouette doesnt look edgy.

This model was mainly done for beauty shots. If it was for an engine, I would have proceded differently.

Thanks for pointing that out, if I were you guys I'd ask the same questions :)

Cheers.

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