View Full Version : finished character: Conan the Barbarian
samtack 08-12-2003, 04:58 AM Hi jsut finished off this guy for my demo reel...wanna apply to game companies as a texture artist...hes pretty much finished..might fix up some seams that are still visible...Hes got a couple stretching problems and deformations in the action pose but i guess thats all part of learning...ill know for next time where to put more cuts...crits are always welcome :)
http://www.mikehabjan.com/adam/render1.jpg
http://www.mikehabjan.com/adam/render2.jpg
http://www.mikehabjan.com/adam/render7.jpg
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samtack
08-12-2003, 05:03 AM
couple more
http://www.mikehabjan.com/adam/render5.jpg
http://www.mikehabjan.com/adam/render6.jpg
http://www.mikehabjan.com/adam/render8.jpg
typeA
08-12-2003, 05:09 AM
dont render out models with pre lit textures..it is always gona look poopie..just do screen caps like the last image..thats closer to how the model will apear in game..esides that the screen cap looked cool to me..maybe post more open gl shots for a better crit on the textures
samtack
08-12-2003, 07:58 AM
ok added another screen cap
i jsut cant help myself with the prelit stuff...its like an addiction :(
Supervlieg
08-12-2003, 08:29 AM
Looks good, but you should try fiddling around with the vertex weights when you rig the barbarian.
His neck is a bit weird, looks like he doesn't have clavicles
Prs-Phil
08-12-2003, 10:20 AM
I like it ... very good. Most things have been said but I would like to add that I donīt think you have made the muscle under the chest right, it just looks weird, like a dent in an actually nice going muscle :)
Frank Dodd
08-12-2003, 12:53 PM
I think its an excellent piece of work from the use of the geometry hidden around the muscle groups and texturing to disguise the sharp edges of the low poly model, to the excellent detail and proportion in the character.
A great texturing job too along with 'what appears to be' a well rigged model. Very nicely done (but it would be nice to see some stats on this too number of polys and texture sizes).
samtack
08-12-2003, 09:02 PM
heres the texture....its 1024 and i used 2 512 on the weapons...although i will most likel bump those down to 256
now theres a few problems with the uvw layout...like alot of stuff that i could have jsut mirrored...but i was relatively new to this when i started and didnt realize till later on..
http://www.mikehabjan.com/adam/text1.jpg
FatAssasin
08-13-2003, 12:19 AM
The model and texture are really nicely done.
You've got some nasty seems where the arm meets the chest. I'd definitely clean those up.
I don't see anything wrong with pre-lit scenes. With dynamic lighting a character will move through many types a lighting situations throughout a game. So it doesn't hurt to show the model under different lighting conditions.
My guess at poly count: 2500. Do I win? :)
samtack
08-13-2003, 02:29 AM
lol no its closer to 4000 with the weapon included ...if i was redoing this model i would definatley get rid of more polys especially the cloth around his crotch armor(dont know what else to call it :)0 since i used an opacity map to get rid of msot of it anyways...
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