View Full Version : character- humanoid head
Faraguay 07-23-2003, 12:25 PM Hi, I'm working on this model to practice the texturing, so I'm going to need a lot of feedback. any suggestion about how it could be textured is welcome.
Thanks.http://www.faraguay3d.net/movidas/ariesmodel.jpg
and the wire:
http://www.faraguay3d.net/movidas/wiries.jpg
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Obsidian
07-23-2003, 04:39 PM
Wow this is COOL looking, I really like it. I see the spiky bits coming out of his head as being part of his skull...but not covered by skin. For some reason I see this character having purple or blue skin with ridges up his forehead.
Hope that helps a little.
Omicron
07-24-2003, 04:03 PM
Ei. :applause:
Impresive!!!. Very good work. I like this. :drool:
:buttrock:
wow!!
this model is sea related? what environment he is goin to be placed in?
super cool model :buttrock:
Hyptosis
07-25-2003, 02:07 AM
My god thats badass, I bet the textured version will be killer. I'm pictureing a lot of marine colors, of course.
Gremlin
07-25-2003, 02:14 AM
can I get a 3/4 view? looks aweXome though!
Cheers,
:beer:
p0lym0rph
07-25-2003, 11:08 AM
nice work!!!
Faraguay
07-26-2003, 11:32 AM
Hi, thanks a lot for your help... I liked the idea of making it a sea creature... more or less. I'm still thinking about the design of the texture.
I'm posting a turnaround of the model for you, Gremlin.
You can see it here (http://www.faraguay3d.net/movidas/aries360.avi)
Thanks again for your comments. I'll post the UV Unwrap soon.
DKScully
07-31-2003, 09:25 PM
EyĦĦĦ I never saw this post... I've seen some models you have in your web... I like them very much...
I'm waiting for this one to textureĦĦĦĦĦĦĦĦ
COME ONĦĦĦĦ
Andreasson
08-06-2003, 11:54 PM
I would texture him as a shell. The Shell-Man!
Looking good!
Tomas Andreasson
zzacmann
08-07-2003, 12:08 AM
Texturing that bad boy is going to be a pain in the @$$! If you do it all with just one map, those spikes/horns are going to have some major texture smearing if you are not careful. If the horns are intended to appear as bone poking through the skin (not under the skin), I would leave the horns out of the head texure map. Then, do the horns with procedural texures.
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