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PeterZbinden
01-29-2007, 07:52 PM
Thats a project I'm working on at the moment. The mesh is 6306 Triangels and it has a 2048 difffuse with normal and specularmap. The texture is still wip.

http://www.chroum.com/pics/project/6.jpg

I just wanted to know what you guys think about it and what you would proapbly make different, so cc is welcome.

PeterZbinden
01-30-2007, 11:11 AM
hmm more than 100 views and no reply...
well if you're so shy, a wire might give you something to talk about:

http://www.chroum.com/pics/project/wire_1.jpg

ElFuego
01-30-2007, 11:41 AM
looks good! the proportions are a bit monotonous and face detail looks a bit too soft (maybe needs some more wrinkless and texture to normalmap).

I don't know why (and is it a good or bad thing?) the character looks more (pixarish) animation character than game model. Maybe it's the shiny pants and soft facial features?

But otherwise a good model. I'd like to see screenshot of this character with only some plane grey material and wire. It's a bit too hard to see the wires from the last pic.

More comments coming up after the texture updates! :)

novaprospekt
02-01-2007, 05:21 AM
looks generally tight, ill re-iterate the proportions, there a bit cartoony. and I don't meen to be disrespectfull, but his beard looks more like smeared poop, unless thats what it is.

iLegacy
02-01-2007, 08:52 AM
cool work - you should ad a sheriff star ;)

PeterZbinden
02-04-2007, 02:59 PM
Well sorry guys, i had to deal with an infection and then i got vista and had to deal with that :P so i didn't have alot of time to work on the model.

@ElFuego: could you go into detail what is monotonous about the proportions?
@Novaprospekt: same thing could you give me clearer information in which way the proportions look cartoony?

I worked on the texture and on the other chanels and here is the update:
http://www.chroum.com/pics/project/9.jpg

Edit:

Here is the Wire you wanted ElFuego:
http://www.chroum.com/pics/project/wire_9.jpg

requiem2d
02-04-2007, 05:47 PM
I quite like this character, nice spec too. Could use more detail on his clothing, hair on his arm. Maybe also pull back the verts on the bottom of his fingertips a little. Keep it up :)

jramauri
02-04-2007, 05:55 PM
I believe the guys were talking about the fact your char is 5 and a half tall, while an adult regular figure should be 7.5 or 8 heads tall. I think if your cowboy was 8 heads tall and had more reallistic proportions, he would command more respect among the guys of CGTalk :)
But I think it depends on your intention. Personally, I think he would look better with more adult proportions.

PeterZbinden
02-04-2007, 09:43 PM
thanks jramauri, i compared it to da vinci's body study. the uper arm was too large and so was the head. fixed both.
http://www.chroum.com/pics/project/10.jpg

@requiem2d: I will put some hair on his arms and will look at what i can do with his fingers in the next update.

BadSpleen
02-05-2007, 02:39 PM
Very nice piece of work. I'dd add lots more texture detail to the jeans and jacket, pockets, stitching buttons dirt rips etc.

The eyes are a waste of polygons as they have no sillouette, I'd normal map some much lower poly primitives, then remove the back, that will seriously reduce the polycount. It's often overlooked so I thought I'd mention it even if this is no yet finished.

Chilli

PeterZbinden
02-05-2007, 08:55 PM
Chillipunk: Thanks, I'm glad you like it! Yes you're right about the details on the jeans. I will do this after some changes on the skin.
The eyes don't have their backsides and they only take 224 triangels in total. so if i have a closeup shot of the face and the eyes stick out of the lid because i made them look in a not straight direction, it won't look too cool. so i think i'll let them as they are because just to get a houndret polys out of it wouldn't justify the problems it could cause.

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