View Full Version : Character: hunt yourself
06-28-2003, 12:50 PM
I created this model in a rush for a still, but the original idea was to create a strong character for a short animated sequence and the aim now is to take the level of detail way up from this first wip. The model needs small tweakings and a lot of details like teeth and facial hair. The texture maps are very low-res as it was meant for a low-res still so needs redoing. I will post a new skin as soon as I have one. Give me your thoughts.
06-28-2003, 01:07 PM
So very sorry I forgot the rules:
3DSMAX5 + Photoshop
flat + wire:
06-28-2003, 06:28 PM
Do you think we can critique with an angle like that?:shame:
From what i can see here, you have 0 proper edgeloops. while i can't get an proper angle from you, i cant give you suggestions right now.
07-01-2003, 09:53 AM
HapZungLam, you are right. I never fully understood what edgeloops were meant to be for. now I know. I am half way edgelooping this guy and trying to keep his character in the process.
Here's and update:
Very useful comment, thanks.
07-02-2003, 08:32 AM
Now he has undergone serious edgeloop surgery:
So let's get to uvw.
07-03-2003, 02:30 AM
The ear looks to me like it was just super glued onto the side of his head, maybe its just the particular shading of that angle but yea. Also you can see a gap in his neck (forgotten vertex to be merged or something?) as well as the line where the head texture and the neck/body texture meet, you'll have to smooth those together somehow. Lookin good though.
07-05-2003, 12:19 PM
Yes, the ear area was a bit messy, but the rest of the texture problems is precisely what I am working on this thread. (including the white triangle in the texture).
Now then, finished tweaking the head mesh and started skinning.
In the first image you can see how evil a cylindrical map can be, stretching the front and back of the head and every other little area where the normal of the mesh doesn't align with the normal of the cylinder. I am working on it right now and a progress on the unwrapped mesh will be posted.
Thanks for the comments.
01-15-2006, 01:00 PM
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