DWIII - 3D - dstammel - Edgar Fox


#53

Here you go zeke. Finally an update.
So here is the main modeling. Normals are pretty much done as well. I still plan on trying to figure out how i’m going to fur the inside of his coat. I originally planned to use a shader type effect, but not use a shader. I have four layers of mesh where i want there to be fur and i have been trying to use those to get the same look as a fur shader. Saddly…i’m not getting it yet. So i still need to add in some card polys for his head hair. If i end of scraping teh idea of poly layers for his fur he may end up getting a pet.


#54

Here is a mini update. I got my fur working. I’m only using fur shells on his collar and alpha planes elsewhere. I’m at 8600 polys. So i still have a bunch for his hair planes and for any details i want to add. TEXTURE TIME TOMORROW! I’m excited!


#55

I just thought i would post the high poly too. I wanted to show you were i’m getting my normals map from. I hope you enjoy it. Any details you see in the low poly that aren’t on the high were added in photoshop. More details will be added to the normals as i start to texture.


#56

damm, look whos been holding out! nice work:thumbsup:


#57

Hello David, excellent hipoly character, excellent skills! Smoothing the nose a bit in some areas I think would make him look even more realistic. Keep up!


#58

So i started texturing. I’m still just laying in color and textures. i have 57 more polys i can use. I still haven’t set up the alpha hair for him yet so i hope that will be enough. Most of his hair is covered anyway. More Texture updates coming soon.


#59

looking nice, my only crit is you should push around some points on the cloth to break it up a bit.


#60

what do you mean by that zeke? could you clarify?


#61

Well, I guess it would be better off to do that once in specific poses, push low poly points to simulate gravity, uneven it out a bit. I think while your texturing it, its best to leave it as is.

also, looking at the color scheme, which is CGsocieties theme, its looking nice, but too matchy. I would leave the red for the cap at the most to draw in the viewers eyes towards the face, the eyes. And I would switch the body reds to something else, something that doesn’t get attention as much, I would also be cautious of it being too matchy, and symmetrical in color distribution, It effectively does what having a completely symmetrical model achieves, a bit of uncanny boringness. I would uneven the color distributions, while bringing the viewer back to the eyes/face. This doesn’t imply you can’t put secondary and tertiary eye catching elements, but they need to follow a distinct order. The matchyness also makes him look like he intentionally goes out of his way to make himself look appealing to other people, and looks at himself in the mirror before he leaves the barracks. He can be co-ordinate to the point of you can still believe he doesn’t go out of his way to look so. I know if you work some of this in, it will take this piece to that next level.


#62

cool, thanks alot.
I’ll take all that into consideration as i continue this texture process. Which i might add is slow as hell since my computer is aging a bit…coming on 5 years old now. Working with a 2048 photoshop file with lots of layers is killing my poor old girl.
Thanks for the comments.


#63

really great work so far keep it up!
DW3 page


#64

Looking nice! I agree with Zeke’s comments wholeheartedly, it will really help your character. Do some paintovers in PS, just changing HSV of all the different parts, until you find something you like better.

You were right what you told me, the fur is looking really nice. I just am not sure how many polys it is…

If you have the extra polys, you can use them to cut out some silhouette areas. It goes along with what Zeke said about the cloth, sort of… cutting in 2 extra triangles to pull out a single vert to represent a fold in the model can go a long way, rather than relying on the normal map entirely. For example, those grey shoulder straps on the jacket read very well because they have a slight silhouette. I’d add some extra geo to any bunchy clothing areas (below the knees, above the knees, the back bottom of the jacket, the elbows).

Keep it up.


#65

thanks prof420.

poly count for the fur shells is 800 tris.
not bad really.
I’ll def take your comments into account as i move forward…

P.s…
Got a new job today…start in 2 weeks!


#66

Good job dude, that fur turned out great!
And congrats in the job :thumbsup:


#67

Thanks.
I don’t start for 2 weeks, but i have a little over a week of vacation i have to use up or it gets lost from my current 3d job, so i’ll have 6 days payed vacation to devote to finishign up my DOM War. Starting on the 27th (my bday) i’ll be finishing off this bad boy.


#68

cant wait to see what that time brings out in terms of progress, happy b-day by the way.


#69

thanks buddy…i’ve been texturing…more to show soon.


#70

here is a textureing update. I’ll be starting spec maps and what not soon. This is just norms and diffuse with alpha of course. More to come.


#71

I’ve been making all the other maps. Spec and what not. I’m working on a quick rig now for posing. I’ll post an update once i have it rigged and posed on the stand.
So i might be a few days before you guys see anything. But i did finally come up with an idea for my stand.
My goal is to have this done by the original end date.


#72

I like the textures, nice style. I think the face could use some more detail though so it really sticks out from the rest.