07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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my lil hero project
Got an idea for a cartoony character..gonna play around a bit, and make him real bold in color. He's some kinda forest spirit that...well protects the forest.
drew it last night, started this modeling this morning. ![]() ![]() ![]() All crits and shits and grits are welcome and appreciated. ![]() __________________
Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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Frequenter
portfolio
Rashad Foux
3d Artist
Hi-rez Studios
USA
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I like the concept; is he going to be for a short film or you putting him into a mod?
So far the model doesn't look to hot. The face isn't looking like its going to end up near the concept if you continue along this path, and that's because of the way you structured it. You have edge loops but they're not defining much of anything just yet, especially the ones around the mouth. But then again this is a wip, and for all I know this may just be the way you work in the beginning. Let's see more ![]() |
07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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yeah, i start posting real quick, cause i value you guys's opinions. he's not for a mod, but i may put him in a custom built engine, i dunno. I also have an environment to go with him, but I'll be working it a lil more before posting.
heres an update, trying to optimize what i have, and bring the mesh closer to concept. ![]() __________________
Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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In the Worldless Chamber
Rafal Trafalski
Environment Artist
FRD
Nott,
United Kingdom
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I hope You won't crush me becouse of painting on your render
![]() The main problem is wasted polygons. Here You ahve places when You should collaps them or optimize. I places on the head - number 1 and 2 You could create head more spherify. In one place the head is great soft, in other (2) is very low poly. Try tu move a bit this polys ant find "golden center" ![]() The concept is indeed cool. I hope I help You a bit. ![]() __________________
Architect of Fear |
07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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Por,
I worked a lil more without checking back here, I actually like when my buddies write over my renders, so don't feel weird about it. I'll grab your image and throw some edges away. Anyways heres what I've done so far. ![]() __________________
Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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morning update:
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Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
|
small update, some feets, and some leaves for hair, the leaf texture is only placement, the final leaf texture will be on the same map as the body. the tri count is higher than i wanted, so I'll have to fix that, anyways here ya go
OH: Por, I left those extra edges on his biceps cause after I drop it outta symetry there's some asymetrical things I'm gonna put on him, but I grabbed up most of those other worthless edges you pointed out. ![]() __________________
Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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Environment Artist
portfolio
Rogelio Olguin
Environment Artist
Crystal Dynamics
Redwood City,
USA
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I like how it is going so far. I really liked the straw kilt more than the pants. also on the concept his torso was longer maybe it has to do with the pants being so high. One thing also is that the hands have four fingers when the feet have five toes, That looks a bit odd I would put four toes maybe bigger, on the concept it actually shows four toes.
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07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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hey desp, thanx, I think four toes would probably work better..oh well time to cut and weld LOL also that kilt in the concept is shorts, but the bottom is so frayed it looks like a kilt, but it's still made of grass. Still quite a bit to do before i start an unwrap, maybe I can get to it tonight, luckily I have today and tommorrow off from work.
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Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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some more.
and a color trial. not final. ![]() ![]() __________________
Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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unwrapped, baked a lil rad in the texture. still smoothing that layer in photo shop. started adding a few details mostly tats.
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Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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and yet some more.
![]() ![]() __________________
Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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Environment Artist
portfolio
Rogelio Olguin
Environment Artist
Crystal Dynamics
Redwood City,
USA
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the skin looks a bit pale from the concept it is darker. I prefer the darker one myself.
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07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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yeah i have the skin on a sep layer, i haven't tones it, cause i used to paint in the highlights and shadows...hehe i wouldn't want my guy that pale either.
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Everytime I come in the kitchen...you in the kitchen. |
07 July 2005 | |
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plays with his mesh. o.O
Wayne Adams
Vertex Welder
Phoenix,
USA
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lowered his skin tone, made a pretty layout page...
![]() __________________
Everytime I come in the kitchen...you in the kitchen. |
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