character (RealTime): shiromiya


#58

very good work :thumbsup:


#59

very impresive work…


#60

Outstanding work.
I especially love the costume, and the great lighting. Keep up the good work!


#61

this is amazing!!! seriously…:eek:

only thing that I’m trying to work out is whether he has a katana or wakizashi (sp?)…seems too short to be a katana but too long to be the other…maybe he’s just a really tall guy…I dunno…feel free to correct me…

amazing:thumbsup:

Olz.

PS - never realised how cool and useful normal maps are!


#62

very nice ,good work buddy but i just want to mention one thing if i m not wrong the color bone of ur model is a bit lower than where it should be in conjunction with ur shoulder , any way still i will say modeling n texturing is cool


#63

Great job, man! You must really love 3d graphics! You are hard worker aren´t you?

Presentation of your work clearly state this. Nothing to crit, everything is simply perfect.

I cant remember when I saw so talented and complete artist on CgTalk (modelling, texturing and topnotch rigging). You are truly a master!!

Is it possible to see other works from you somewhere on the web?


#64

love it , your modelling is really good and efficient, and your texture work is amazing. i want to ask about your rig. there isn’t very much out there about rigs for max and yours look very good , i’m especially interested in the bones u have for the deformation. are there any tutorials out there for a rig similar to yours or good books, and have u got a website?

thanks
alex


#65

is a good work guy! i am impresionate.


#66

This is just outstanding work. Nice to see spec vs normal map comparison. Thanks for sharing it with us. keep modelling…


#67

beautiful work, got a question. How did yo manage to model the low poly to high poly while keeping the same tex coords?

D


#68

thats bad ass man… your good!


#69

Amazing Kuman:thumbsup:
Great job


#70

why does your color texture look the same as textures for games that can only use 1 texture and can’t use normal maps and all the other types of maps like specular, gloss etc.?


#71

Outstanding work as always James. It’s a great inspiration to see your hard work on the front page again.

Well done.

Sonix.


#72

Incredible work! If you don’t mind my asking, what resolution are your texture maps?

I’m still blown away by what is possible with normal mapping. Really an amazing innovation. :slight_smile:


#73

So impressed at the work you have done kuman. One thing i would like to know is what are the benifits for rigging the character like that, can you get good secondary motion from having so many bones to control the character. If you have any tuts on this sort of work id luv to c it.
Once again the samurai ROCKS


#74

Very nice job!

I like the texture.:thumbsup:


#75

Always good to see great game-art. Amazing work. If Playstation 3’s can out-put graphics like this, then ‘woah’. The line between game art and high-poly CG will be crossed.

My only crit is the 14 maps. No current game engine will be able to support multpile characters of this quality at a decent framerate. Even Half Life 2 or DOOM 3’s framerate would drop to a crawl with a couple of these guys on screen, and that’s without A.I., lighting, code, ect, running in th background.


#76

One comment, one the first image in the battlefield, it might make it more dramatic if you made the sword blood stained, and dof the background a bit. Cheers… Great work though, thanks for the wonderful post.


#77

wholly freakin crapppppppp:eek: