Whooaooo !!!
One of the best real Time characters i ever seen ! Really !
Well done man !
Thanks a lot for sharing.
A question which i know is stupid… but i ask it, which is the first model you modelize ? The high or the low… ? i mean, when you work with this technic (normal map…etcetc) you edit first the low model and you add details, or do you edit the high model first and create an optimized one after?
Sorry for my “newbe” question…
Thanks in advance for your answer…
Arnaud.
character (RealTime): shiromiya
nice model, but i’m surprised that i have to bring this up…
the texture sheet looks layed out poorly. Not really maximizing the space there. Bobo didn’t even seem to mention that 
Extremely awesome work, just curious why his head seems to be large in the low poly version but normal sized in the hi-rez, im sure theres some excuse but it looks…bad either way. Besides that its awesome.
thanks for all the kind words guys, apreciate it
as for the head, i initially wanted to build an asian character and measured out 7 heads tall instead of the idealized european 7.5 heads proportion. i figured he was asian and wanted to make him smaller and give him a lighter build. i think i might have overdone it though and skewed his proportions a bit too much.
as for the uv’s, i totally agree they are not the tighest pack i could have done. i also did not mirror uv’s. our engine we use at work doesn’t really like mirrored uv’s with normal maps so my in my initial unwrap i didn’t mirror. then i decided not to do a separate uv channel for the color map and just use the unmirrored unwrap. this obviously is a bit texture space killer. another thing that might also have hurt me on texture space is that in the textures i posted, those are a photoshop composite of 7 1024 sheets. into 7 512’s layed out on two 1024’s with an extra space for just a signature etc. i think that leads to what you see as me not crossing the borders of each 512 section on those posted sheets. all in all, as i said they are not the tightest pack of uv’s, but i think their layout made it easier for me to paint and the end result runs pretty well in our work engine. 14x512 sheets, 7 color, 7 normal, alphas are for opacity and specular. runs on my work system p4 1.something ghz with a radeon 9700 at 31 fps.
thanks again for your comments, i hope the above serves to explain some of the weaknesses that you guys have noticed. 
thanks bobo for kindly pluggin my work. and thanks gene for all your help on visualboo.
-k
Very nice model, great job. But i agree with the head looking a bit too big (im not very good at anatomy though) but i also think the katana looks too short.
Amazing stuff,
The armor is beautiful, I guess you could do something with the nose, that looks a little too big, and the mouth (that looks a little too small) and not commonly japanese… but being textured and rigged, I know that kind of changes are almost impossible and I like how it combines now,
congratulations. :applause:
the texture sheet is not optimally laid out apart from that this is one kickass model and you have it all rigged up as well congrats on the plug i think someone mentioned that you should take a break i suggest go on with all guns blazing its good stuff like this that gives you the energy to outdo yourself the next time
Nice work, I agree the head does seem a bit too big, but other than that its great.
I love all the detail.
i just uploaded a version with the head smaller
let me know if it looks better
thanks again for all your crits
-k
someone earlier asked for a normal map vs no normal map compare
i think you’ll see a dramatic difference here:

wow kuman.
great work.
congrats u for the front page 
texture is really nice. i think i should learn about normal map more n more ^^
have any tutorial or link for this?
thx 
again its very kind of u to post the texture n others here. very helping bro 
Outstanding work.
I especially love the costume, and the great lighting. Keep up the good work!