DWIII - 3D - dstammel - Edgar Fox


#41

So here are some more lows with normals. Added objects are, Gun, Back Pack, Right Arm, and Gloves.


#42

added a boot and modified the arm. these are low with normals


#43

There are too many folds on the sweater, they contradict the ribbing, either loose the wrinkles or the ribbing. the detail under the foot could be alot better. also there is a lot of bubbling in the folds and normal map in general, smooth out the details a little to get rid of these and simply leave the sharp details intact, like the transitions between leather and cloth, leather and leather. rubber sole and leather, also this feels a bit rushed on the zbrushing part, better zbrush models make texturing easier, you know this, I’ve seen your work. Slow down and it will look phenomenal.


#44

thanks for the comments zeke.
The texture of the sweater is work in progress right now. I’m in the process as i type this of reworking the sleeve a bit as per your comments. I’ll post up another image for you soon. Thanks.
I should have time this weekend to really tackle the zbrush work some more.


#45

Great work, your entry is a refreashing change from all the musclemen and monsters. It looks like a nice clean use of resources.


#46

Thanks. It was a busy weekend so i didn’t get a chance to work on the project. But i’ll be pulling late nights all week this week to try to catch up.
Hopefully there will be an update tonight.


#47

I promised an Update so here it is. I added bags and his bed roll to the mix. Here is the currently Low poly with normals. Comments and crits please.


#48

The transformation is looking good and defining things nicely. Looking forward to more. I’ve officially registered today myself. Fun and crazy times.


#49

Great work. It is really coming to life. The overall feel is consistant and it is really staring to stand out on its own. As far as Crits I would have to say that all the pouches and bags look very tightly packed. I think they may benifit from som larger form changes to give the illution that there are a number of things packed in them not one large mass. Other than that…

Makes me realize I need to get it in gear!

Great Work!


#50

lookin pretty good’ derrrrrrr. :slight_smile:


#51

So i did more work last night but don’t feel it needs a picture update. High polyed all the straps for the bags as well as his big right knee pad. I also started to optimize the meshes for the pieces that already have their normal maps. My model is currently sitting pretty at 8950 polys. That’s with 4 layers of fur for the coat, and un optimized meshes for his clothes. I’m thinking it’s only 2 more 3 hour sessions with zbrush before this puppy is done being high polyed. So i’m hopping to have a final mesh this weekend and begin to texture.


#52

more posti !!!


#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?