View Full Version : Character (WIP) "Shaman"
Glasko 03-03-2003, 05:34 PM http://www.glasko.com/shamanoffire.jpg
Wings3D. Well here is my current project. Before I go ahead, dress him up with weapons and map/texture him... I want the model itself to be solid. Across the top of the head I was going for a stretched skin look, and the texture map will help create more of the age look I was going for... is it nessisary to create the age wrinkles in the model or will mapping them be fine?Thanks in advance- Dan
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Glasko
03-04-2003, 02:18 AM
Err, you guys can be real shitty about helpin people out sometimes :hmm: . There's a lot of college students and professionals here and I'm honestly lookin to have my work torn apart so I can get better. So really, things that don't look right... point em' out for me... I could use the help from you guys because the work I see in the gallery forum is truly badass. Now I will be that good... there's no question about that. Still I'd love for you guys to help me get there alittle faster. :beer: -- peace all, Dan
ajsfuxor
03-04-2003, 02:38 AM
Looks as though you have a lot of unnecessary geometry on his forehead.
Is there going to be any more deatil in the character or are you going leave it as is. Looks pretty low res, would be a good game model.
Dusk108
03-04-2003, 03:02 AM
about mapping wrinkles. it depends on what you're creating. If you're making a game level character just use a texture map. If trying for a cinematic character where the wrinkles are going to move and you'll see close shots of the head than detail them with geometry. That's about all I can suggest. I'm still a student myself.
Glasko
03-04-2003, 04:45 PM
Thanks I fixed up his forhead a bit. This character is just for some still imagry I'm working on. What do you think would be the best way to map him? I've got UVMapper, I'm thinking planar for the body and spherical for the head. Any suggestions? I've never tried to map a full body figure before.
Amalinde
03-05-2003, 01:19 AM
Use planar uv's and alpha maps for the transition areas around the head or use a single cylindrical map which is more work but allows more control.
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