wow, looking great! i really like the painterly style of the textures.
el Zorro
I like it, he looks a bit like Liam Neeson. The only thing I would change is the blue shirt. A reddish color would give it more that latin feel.
Well having a red shirt, would remove the effect of the red stripes so i guess i wont do this, i’ll try some other shades on the shirt while tuning the overall textures but i’m not going to destroy the contrast effect with the red stripes and several golden buckles.
the next things will be a few accesiores and his sword, then the bones, pose and maybe a horse later…

added the cape and tweaked a bit on some textures 
oh and a turnaround ^^
http://neox.gfx-scene.de/public/pictures/3d/wip/Zorro/zorro03.avi
Nice cape, can’t wait to see him in some pose.
I did a quick color overpaint just to show what red looks like. Afterall, blue being the most prominent color I don’t think you should limit it because of a few small red stripes.

Hey dude,
Top notch modelling and texturing. Very inspirational.
One thing I wouldn’t mind knowing is how you’re going to stop the cape intersecting the legs when he’s walking/running around or fighting.
Is there some kind of dynamic realtime solution involved, or is it going to be rigged with bones and carefully animated?
I can’t actually remember any game with a near head-to-toe cape, so I’m quite interested.
Cheers.
G.
well i’ve got two posibilities in our engine with using the cloth simulation, the first ist using collisionspheres and link them to the bones or adding some polygons with fixed vertices which won’t get rendered, so the cloth can only move in the direction of the fixed vertice… i’m not going to skin it, but for the final presentation i’m going to deform the cape by hand, so it will look more dynamical 
Hey, very nice work I have to say. This can really be called game-ART!
<== [SkC]Sniper from cs.de M/S-forum … 
bring on the sword :). he’s fantastic looking. definetly Zorro.
I’m definetly jealous of your texturing ability.
thank you guys 
Sniper: hehe war schon ne Weile nich mehr da drüben, sollte wohl mal wieder reinschaun ^^
djkaneda: and i’m not even a texture artist :arteest:
@goli: no problem man, i know how hard it is to unwrap with simple black and white checkers, no one should do this 
I’m really sorry for owning up to this…but I stole your checker map too!!! 
Thanks for the headsup about collision spheres. I haven’t used this technique, but I think I may give it a go.
Cheers 
G.
well if your engine supports this 
our doesn’t work with meshcollision, because it’s pretty hardware intensive, so we chose to create colissiondummes/spheres for the cloth simulation, because spheres have always the same sice, independent of beeing rotated or moved, so its less hardware eating then having the cloth to collide with the mesh…
pffft! Game engines are for wimps! 
Nahh, I’m only going to be doing it for fun. I’m not looking into importing it into an engine. It’s gonna go in my portfolio and that’s about it.
Do you know of any reactor/havok physics-based engines that could handle edit realtime cloth dynamics, offhand?
G.
Neox, i’d just like to formally thank you for that checker. It has helped in ways i can’t even explain. I can actually really see stretching, and how much detail i’m gonna get in an area so much better now. Thank you so much 
ah, tornado. kick ass
I think I’ll try and build a checkermap like yours neox, it’s getting rave reviews
(this has become my wife’s favorite thread…she’s mexican, oh and she says great work. so do i)
keep it up
