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View Full Version : Blood Warrior, Selim Balcioglu (3D)


SirNeo
06-27-2007, 11:36 AM
http://features.cgsociety.org/gallerycrits/7689/7689_1182944181_medium.jpg (http://features.cgsociety.org/gallerycrits/7689/7689_1182944181_large.jpg)

Title: Blood Warrior
Name: Selim Balcioglu
Country: Canada
Software: 3ds max, Brazil r/s

Title: Blood Warrior
Name: Y. Selim Balcioglu
Country: Canada
Software: 3ds max, Brazil r/s

Project name is Blood Warrior
I modelled with 3dsmax, render is Brazil r/s v2,
Reference art; my brain :))

C&C are welcome,
Thank you.

shahabp
06-27-2007, 06:50 PM
it seems it need more work.
would you please post more details and close ups?
and maybe some wireframes?

SirNeo
06-27-2007, 09:00 PM
it seems it need more work.
would you please post more details and close ups?
and maybe some wireframes?[/QUOTE]


you should think again :), its quite well, check this pictures,

Wire
http://img507.imageshack.us/img507/4762/wirert2.jpg


Close up
http://img518.imageshack.us/img518/1267/3bhd9.jpg

I think its enough for you :)

INKMAN002
06-28-2007, 05:53 PM
I'm not quite sure the tone youre takin here but i think you should take heed to shahabp's advice. you have a lot of polys but the same results could be achieved with a lesser poly count. more polys doesn't mean more work. i think what shahabp was refering to was the quality of your character.

i would suggest the following.

1) more muscle definition. hes a brute let it show in your design.
2) cleaner textures. (as of right now it looks like a bunch of procedurals piled on top of one another) Cleaner not necessarily meaning "sparkling" but more defined. let your rust be rust and have a logical positioning for it. when i look at it, it looks like a bunch of random spots of either paint or rust.
3) a better camera angle or multiple ones to show off your texturing and the fine details. when shahabp asked for a close up i think thats what he was asking for. instead you just made your picture bigger but the details are still lost from the distance.

its not a bad post, but like suggested before it could use a little work. keep it up:thumbsup:

SirNeo
06-28-2007, 07:34 PM
I'm not quite sure the tone youre takin here but i think you should take heed to shahabp's advice. you have a lot of polys but the same results could be achieved with a lesser poly count. more polys doesn't mean more work. i think what shahabp was refering to was the quality of your character.

i would suggest the following.

1) more muscle definition. hes a brute let it show in your design.
2) cleaner textures. (as of right now it looks like a bunch of procedurals piled on top of one another) Cleaner not necessarily meaning "sparkling" but more defined. let your rust be rust and have a logical positioning for it. when i look at it, it looks like a bunch of random spots of either paint or rust.
3) a better camera angle or multiple ones to show off your texturing and the fine details. when shahabp asked for a close up i think thats what he was asking for. instead you just made your picture bigger but the details are still lost from the distance.

its not a bad post, but like suggested before it could use a little work. keep it up:thumbsup:


I like high poly modeling; "shahabp's advice" its just too simple, my opinion :)

1- maybe i can do more muscle, but i didnt want to use sculpt software,

2- I just want oldish armor style, then i used more complex texture,

3-your realy right about that; i'll add better camera shot...

Thx for advise mate...

nierkram
06-29-2007, 06:40 AM
Very good work, i think , its like a PoP series, 5 star for me, keep it up:thumbsup:

SirNeo
06-29-2007, 07:50 AM
Very good work, i think , its like a PoP series, 5 star for me, keep it up:thumbsup:

thank you so much, more update coming......................

SirNeo
06-30-2007, 11:01 AM
More view;

http://img444.imageshack.us/img444/7822/armorchestvo7.jpg


http://img120.imageshack.us/img120/7726/armorfootlk5.jpg

more more different view comin...

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