View Full Version : Masters Of Choas (Big Picture)

07 July 2005, 03:54 AM
Need Help!
This character is at 5k.
Critz & comments plz.

07 July 2005, 09:21 AM
Hey, this looks pretty good so far. It would be great to see some textures on him or even some perspective shots, it's hard to see his face especially. One suggestion I have would be to use the polygons you have more. So far a lot of them don't add any more shape to the mesh, just more polys. Either cut down and go for a low poly or actually use them to create more shape and flow. I noticed your at AI =) Is Roger still teaching life drawing?

I would suggest looking at other peoples wireframes and seeing how their polys flow.

07 July 2005, 10:09 AM
Cool...I like the proportions, also is it rigged and weighted or have you modelled in that pose? if so I would suggest rotating the arms so it's at a higher angle, it's quite a clean mesh also, and it sort of reminds of Sam Fisher tho' what with all the attachments etc..which is very cool btw...keep up the good work man...

07 July 2005, 07:56 AM
Here is the W.I.P head texture i just started. Im not really sure where i would cut down on polys, or where the wasted polys are :S.

Roger teaches my class, He's awsome.

I made it higher THX!

He is an oldschool special force soldier, I got my inspiration from a book cover.

07 July 2005, 10:23 AM
Nice texture and model you have there, but the polygons to define the cheeks and the beard near the mouth could be cut away. Since the texture already holds the lighting information, you only need to define the basic shape of the face, e.g. the important parts of the face (nose, mouth, eyes a.s.o.). His mouth looks like he just ate a lot of polys, and the nose could use a little bit of work to work away some polygons as well. Also, the eyes look a bit wrong, may just be me... His eyes tell me he has spent way too many Saturday nights without sleep at "The Thirsty Donkey". :D

07 July 2005, 05:14 PM
The model is real nice and the texture is looking good. However you could seriously optimise this mesh and with barely any loss to detail or deformability.

CGTalk Moderation
07 July 2005, 05:14 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.