View Full Version : filmstar?
baaah888 04-30-2003, 02:43 AM ok this is a low poly version of a film star, The brief i got was basically this
produce a 3d version of a filmstar dressed as he/she is in the film using no more than 2000 triangles, to be put in a game engine.(the character must not be wearing a mask and should be recognisable to film fans.)
so ive made my film star in exactly 2000 triangles (after alot of cutting it down). and textured him,
this is my first low poly human model ive made so crit welcome, im not a very good texturer so be gentle about the texturing
but the main point of posting here is to see if you guys can name who it is, since its suposed to be a recognisable model of a film star
SO WHO IS THIS?
http://www.tompickard.com/PORTFOLIO%20WORK/actionhero2.jpg
http://www.tompickard.com/PORTFOLIO%20WORK/Actionhero1.jpg
even rigged this bad boy, all but the fingers, since i did it in about 30 secs
please guess even if you dont know as at least i might get a few amusing ones like "is it MR T"
if no one can tell me by tomorrow night i'll post some clues and since its handed in on monday if no ones got it by monday i'll tell you who it is.
cheers.... baaah888....
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GradiusCancer
04-30-2003, 05:43 AM
maybe an Adam Sandler or a Ben Afleck, but doesn't really look like anybody in particular to me. Improved texturing might get your message across.
but again it doesn't look close enough to really jump up and say "Hi I'm a Hollywood Actor." I would take a head shot of the actor you are trying to copy and build the head from that pic. THEN I would do a simple plainar map of the front of the face and apply that same image ajust you map. Cut the front of the face out and add it to the texture you will be using and work on finishing the head there. Using that image as a referance more than the actual texture. (photos and textures are hard to match up and often end up looking bad when put together, unless you are really good.) I hope that helps some, then rest of the model looks good though.
money_bags42
04-30-2003, 09:14 AM
matt damon? err thats how u spell his name right? :)
baaah888
04-30-2003, 12:11 PM
yay. it is Matt damon from bourne identity,
Gradiuscancer. yeah the texturings not great, but im still learning that, and once this semesters over i'll be setting myselly a few texturing exercises over the summer holiday. (
Dhin and money_bags42, im glad you got it, :D and dhin same as above but, i did use a front and side image for the modeling and tries to use it for face map but like you said it it looks bad unless your really good. so in the end i ended up just textporting and colouring it using my other pics as references, oh and the texturings only worth 5% of the mark as its a modeling exercise rather than texturing.
Oh almost forgot i built the head as a spline cage so i could try multi rez modeling, but the low res model lost too much of its features because of my strict 2000 poly limit,
all in all im just glad someone knew who it was :D
but cheers for the feedback and after 16th of may(end of term wooohooo) i'll have time to do some touching up of all my models, and start getting them up to the high quality i accociate with cgtalk :thumbsup:
cheers.
2k poly limit should give you enough to make the head better, you can reduce the number of polies elsewhere in the modle easily. You need to look at areas of detail. Arms and legs can be made 4 or 5 sided easily with out losing the look you want, it simple a mater of roating the verts enough to keep it from being square. Of course I rarely use splines, NURBS, or patches when doing LPM, due to the fact that you lose to much control over you polies.
baaah888
04-30-2003, 09:06 PM
yeah i know what you mean about the spline making you feel your losing full control, im still working on a high poly head for using the same spline cage that i used for the low poly and its causing my endless little problems, im really tempted just to redo the high poly head tonight as a box model, i'll post it here within the next week , but my coursework hand in dates are getting real close, an ive got plenty to do so they take priority for now,
the high poly model would be used for fmv's and promotional work and so doesnt have a poly limit, boy am i tempted to throw polys around here :)
cheers,
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