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Pork
03-19-2011, 05:01 PM
been doing some work on the player character for one of 2 factions for a small game me and a mate are working on.

poly count (triangles) - 11,000
texture size - 2048*
diffuse
normal
spec
emit

i was gunna post some pictures of him all loaded up in UDK but its been temprimental so gunna have to reinstall (sigh). the last pic was a screen shot from using a dx9 shader in 3d studio max (not ideal, but gives an idea of the aperance in an a game engine).

wire:
http://i60.photobucket.com/albums/h26/porka/golden%20age%20games/wire.jpg
emit on:
http://i60.photobucket.com/albums/h26/porka/golden%20age%20games/glow-render.jpg
emit off:
http://i60.photobucket.com/albums/h26/porka/golden%20age%20games/no-glow-render.jpg
DX shader:
http://i60.photobucket.com/albums/h26/porka/golden%20age%20games/ortho-view.jpg

right click -> veiw image for full size.

GeeDave
03-20-2011, 05:35 PM
Your poly distribution is lovely and I'm diggin' the overall edge flow, but I think 11k is a bit overkill when you look at the general shape of this guy. Since he's gone all topless I think you should try to use all those polys to define some muscular shapes, shoulder blades, clavicle etc. He's looking a bit flat and plain at the moment, which can't be justified for 11k!

Pork
03-21-2011, 02:24 AM
tu-che geedave, i can fully get on board with that, i think the main wastage was in the face, its bad habit, when i get started o a head i tend to go way over the top adding in edge loops left right and center, im thinking myabe might be best to just cut his head off and and start it over. appricaite the c&c though, some good food for thought.

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03-21-2011, 02:24 AM
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