View Full Version : Competiton #16 - Gamerboi
Gamerboi 11-21-2008, 11:15 PM Hey there this is my first competition and it is right up my alley low poly characters. Since I work with blender I either way make 1500 or less characters.
The texture size might be a problem because I cannot mirror the uv here.
Because I am using blender my model won't be amazing but here is the concept and what I have so far for the model which is approximately 940 triangles.
http://i428.photobucket.com/albums/qq1/gamerboiproductions/andreiconcept1.jpg?t=1227309006
http://i428.photobucket.com/albums/qq1/gamerboiproductions/charactermodelscreen.jpg?t=1227309266
This will be tweaked but I like what I have so far.
He is mutated zombie like creature he will have blisters sores and calluses (diffuse map) and three tumors.
He also has a machine gun hand, I am still thinking about a lair but I think cave dwelling or lab but that might take up to much of my texture resolution.
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FreakyDude
11-22-2008, 08:38 PM
Since I work with blender I either way make 1500 or less characters.
Because I am using blender my model won't be amazing.
that is a load of bull....
a big load...
The only reason why it would not be amazing is because your skilllevel does not allow for it.
He also has a machine gun hand, I am still thinking about a lair but I think cave dwelling or lab
make it a lab, gunarm wielding zombies don't really grow in cages. A lab can have lots of repetitive stuff, so it doesn't have to eat your texture space.
Gamerboi
11-22-2008, 10:04 PM
Sorry sometimes I do that, I blame my imperfections on tools and whatnot.
I will make it amazing or at least I'll try to make the best out of the cards I'm dealt.
I really should not have said that lowpoly has nothing to do with the model except for base shape.
Ohh and thanks I will make it a lab.
Gamerboi
11-22-2008, 11:08 PM
I was wondering because I'm gonna split up the 512 in two one for the character and on for the lair should i do it evenly or more for the character.
And here is the uv face layout tell me if you think its good you cant realy tell where the face is though.
Gamerboi
11-23-2008, 04:13 AM
I might have jumped in to early into texturing but If i doesn't turn out properly I'll redo it by the end of the contest.
Here is the character with a 256 diffuse map.
FreakyDude
11-23-2008, 02:06 PM
at least I'll try to make the best out of the cards I'm dealt.
my only issue is with this state of mind: "the best out of the cards I'm dealt.
"Every hand's a winner, just like every hand's a loser." (the gambler. johhny cash)
your cards are very good, you just don't know how to do the best you could do with those cards.
you're not staying true to your concept art, yes it is too early to start texturing. your model isn't really consistent yet and you could and should optimise the shape. you have a number of polies that don't serve any purpose. and you don't have enough at other places.
You know how to make a shape and move polygons around, now be consistent and make the most out of the silhouette with these polygons.
(loose some in the legs, and add a loop or two in the arms, add some toes. redo the gunarm to be closer to the concept again. Loose a LOT of polies in the hand.)
Gamerboi
11-24-2008, 02:40 AM
Thanks how does this look I took two or so loop cuts out of the legs added some on the arm and re did the gun arm.
And I also tried to smooth out the silhouette.
Do you think I should start laying out the uv (Also do you think 256 pixels is good for this character).
I have been working on the lair a bit but I'll post that later.
heavyness
11-25-2008, 07:19 AM
it's looking good, making good progress. you have plenty of time, take this early stage of the project as an "experimental" stage.
Swift3D
11-25-2008, 09:58 AM
looking good! Not too sure about the way you're joined the left arm on though :S if the shoulder is hard body then it should probably be a seperate object in my opinion.
also on the gun, It looks better for the extra drop off but maybe you could try slanting it like in the concept? It's looking a bit too uniform at the minute.
I also took a bit of offense to the blender comment, don't blame your tools ;)
Gamerboi
11-25-2008, 11:46 PM
Thanks, I detached the hand and worked a bit on the gun.
Gamerboi
11-30-2008, 07:13 AM
I have a question in everyones opinion where should i go with the color scheme of the textures more realistic looking desaturated skin or cartoony zombie green.
I personally think the real skin look would work better but i want feedback.
Also should i start laying out a uv map for the character?
CodeVeroby
11-30-2008, 05:21 PM
I actual recommend using a more cartoon color, the graphics are always easier and better looking on the PSP when they are cartoonish, it's very hard to achieve a realistic look on the PSP, if you DO manage to give it a realistic look, well than, kudos to you !
This really reminds me of a digital tutors model for one of their tutorials, I suggest using the color and UV scheme as reference !
http://www.digitaltutors.com/store/product.php?productid=3477&cat=94&page=1
Swift3D
11-30-2008, 05:28 PM
gonna have to disagree with code there :S
In my opinion all of the graphicaly best games on the psp have quite a realistic look to them (eg. God of War).
I also think toon shading the charecter would waste the feeling of threat that he has.
but at the end of the day it's your call, it could work either way at the minute so just go with what you think best suits your skill set.
Gamerboi
12-04-2008, 06:20 AM
What do you think of the color scheme.
And give me some tips on what i have so far.
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