View Full Version : Character:Male for UT2003 Machinima
01-27-2004, 12:49 AM
This is a character for a realtime(UT2003) movie I'm workin on.
It's ~2400 tris. Sorry about the damn watermark but I'm using Maya Ple for this.
C & C are very appreciated.
01-27-2004, 01:41 AM
maybe add a drawstring or some details to the leg wrap. right now it looks like he's just got poofy legs. add some folds or something
01-27-2004, 09:46 PM
Not meant in a bad way, but I've seen way better stuff comming from you, better sketches too, what happend? not bad though, just liked some of the old stuff better..
01-27-2004, 09:59 PM
Wow, imagine that.. I'm getting worse..
Well, thanx for your constructive critique, Beaneh. It's always appreciated.
01-27-2004, 11:02 PM
Use a printscreen of your viewport to avoid the ple watermark...
can't render, but at least you can post realtime...
01-28-2004, 09:35 AM
Dargon, it is a printscreen of my viewport. The watermark appears in the viewport when shading is on. At least this is the case with version 4.5.
02-01-2004, 06:55 PM
I've started working out the texture on the face and upperbody.
I'm using a 512x512 for face and a 1024x1024 for the body.
I want some C & C on this, thanks.
02-13-2004, 01:37 AM
I've started rigging the character and tried out some poses. What do you think?
02-13-2004, 06:33 AM
I have to admit, I wasn't really liking the early pics, but these latest posed ones are fantastic. The poses are really dynamic, and the facial expressions are great. Nice rigging job. :thumbsup:
Actually, the pose near the bottom of the second pic, where he's raising his sword straight up, the arms and pecs look a little fubar'd. That's all I can see, though, as far as problem areas.
02-13-2004, 11:50 AM
Thanks for your comments LoTekK.
Yes, It get's a bit twisted in those extreme poses. Think I wisted the shoulders and arm little more than what's realy possible, just so I did'nt had to twist the hands to much. I should have added a extra joint in the forearm so it would twist better, but that's for next time. Always learning something new.... the hard way :)
02-13-2004, 10:16 PM
Perhaps a bit more contrast in the texture map?
01-17-2006, 07:00 AM
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