View Full Version : Stephen_Minkin_GOW_Gamemesh_TEX
stephenrminkin 08-08-2009, 10:42 PM hey everyone. Just recently made a game mesh from my high res gears model for my game development section for my demo reel. I did the first texture pass and want to get some feed back before I do the next revision. Tare it apart!
highest LOD- just over 10,000 faces, 2048 normal, defuse, spec,
http://i291.photobucket.com/albums/ll305/Stephenrobertmi/1cut.jpg
http://i291.photobucket.com/albums/ll305/Stephenrobertmi/2cut.jpg
http://i291.photobucket.com/albums/ll305/Stephenrobertmi/backcut2.jpg
http://i291.photobucket.com/albums/ll305/Stephenrobertmi/frontcut2.jpg
http://i291.photobucket.com/albums/ll305/Stephenrobertmi/wire_small.jpg
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Lizzard4000
08-09-2009, 06:22 PM
i think the texture is good!
how did u make it? only photoshop? or any 3dPainting software?
ManSh00ter
08-09-2009, 06:45 PM
Looks like ZBrush or the like to me. Great work on the details, I especially like the neck area and the detailing on the legs!
stephenrminkin
08-10-2009, 06:00 AM
Thanx for the kind feed back. I painted the textures mainly in Photoshop. I also used Zbrush and its plugin "ZApp Link" to blend seams. Thanx again
Psyk0
08-13-2009, 12:29 AM
I dig the techy armor, great detailing. The anatomy could be tweaked just a bit, the pecs look too squarish and i would have a tendency to shrink down the width of the abs, of course this creature could have different proportions compared to humans ;).
Pretty cool, looking forward to updates.
yoyohobo665
08-13-2009, 02:55 AM
looks great, but a little too symmetric
Catfood
08-13-2009, 09:44 AM
Hey,
Shouldn't you be more clear on the fact that you didnt make the original gamemesh?.. and that you are "reskinning" or "retexturing" the original gamemesh?
Also you should credit the artist that made the highres version. His name is Kevin Lanning.
original (http://bp2.blogger.com/_WttqtVmkfak/R8iH5nP2QHI/AAAAAAAAANM/gwUGZnXwno0/s1600-h/KL2.jpg)
stephenrminkin
08-13-2009, 01:53 PM
Psyko- Thank you, Im going back to the high res mesh again and am going to fix some of the anatomy and and proportions. Thanx
yoyohobo665- Thank you. I used allot of symmetry when I first started because I wanted to get a high resolution looking game mesh. But now that you mentioned it is way too symmetrical and needs some diversity. After I do another detail and proportion pass on the high res mesh, I ll then go and re define the real times models uvs so that their is not as much uv butterflying. Thanx
Catfood- Thanx? I will take this as a complement.
Lizzard4000
08-13-2009, 02:06 PM
Catfood- Thanx? I will take this as a complement.
he thinks that u stole the original game mesh and just edited it a little bit.
... but the original mesh looks relly identical. hmm :-/
is it ur reference?
stephenrminkin
08-13-2009, 04:17 PM
Lizzard4000- I can assure you the only reference used here was from pictures of the Gears models not the actual models themselves. Their was in no way the use of any pre-made or existing models that contributed to the construction of these two models. As you can so plainly see their is a high range model which was build from scratch in 3dsmax and zbrush then rendered in max. You will also see their is a real-time model which was created with retopoing tools over top the high density mesh which then got its uv defined. A process then of baking out normal maps, defuse, and AO all from the high range onto the low range which then are brought into Photoshop and painted.
It looks great dude, i already gave you my crit at school. But i just wanted to say that the model was 100% done by Minkin, and that it was only based off Keven Lannings work. Keep up the good work man. :thumbsup:
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