View Full Version : Character:Male for UT2003 Machinima
01 January 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 January 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 January 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 January 2004, 09:59 PM
Wow, imagine that.. I'm getting worse..
Well, thanx for your constructive critique, Beaneh. It's always appreciated.
01 January 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 January 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 February 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 February 2004, 01:37 AM
I've started rigging the character and tried out some poses. What do you think?
02 February 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 February 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 February 2004, 10:16 PM
Perhaps a bit more contrast in the texture map?
01 January 2006, 07:00 AM
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