the feet look way too long and flat - aside from that, very well done and funny!
Game Art Comp #9: Raccoon - Russian Soldier
in regards to size(s) of the character. I was under the impression that this is more ‘human’ and less ‘animal’ geared. So that is why the human aspect is still driving the character proportions more.
Ok, I actually came here to say that i feel like a dumbass. I thought it was done and start unwrapping and optimizing, and then realized at the end of the long session that I still had 2 high density spheres for the eyeballs in there. I dunno how i forgot about that… damnit!
So basically i blew those away and now I gotta distribute the extra 700-1000 triangles.
haha, man I kept scratching my head saying, “how the hell is this 3000 triangles already, it’s so simple and clean”
…back to the modeling phase again…
I finally got all the UVs layed out.
That took awhile. Normally the noses of my characters are short, but now that the raccoon has a long snout, I would get stretching. So I tweaked around with the face the longest.
Just to give you an idea, that I am still working away. The updates should come quicker now.
Man, the texture on the face looks great! Can’t wait to see the rest. It looks like your time spent tweaking the UV’s payed off. Could you post your UV layout? I’m interested to see how you tackled it.
It rocks, I do love the dead fish :love:
Keep it up. Finish it on time. And even though some get teh first place, you would have done the best character. Trust me !
digital: here is a snip of my texture sheet. Basically i broke it at the jaw and bent that out. That way I could scale the nose longer vertically and not overlap.
nicool: thanks for the compliment!

holymother…that looks too cool close up !!!
where the hell did you find that head on shot…??? it looks pretty much perfect:thumbsup:
are those whiskers made from geometry, or an alpha mapped plane…?
i hope you get this finished on time 
good luck
G…
edit: Default_ yea, sorry I forgot to respond. The wiskers are geometry. Just very thin boxes with the verts welded at the tips. Pretty easy on the poly count too.
Ok, I am almost done.
This is a VERY lame pose, still working on rigging it. The texturing is pretty much done though.
I might go back and add more ketchup and mustard and goo on his shirt. Othat than that, that’s about it.

Haha, looks cool. I like the look of him, nicely done! 
Interesting how you kept the polycount low, you still had 600+ polygons to spare (I’m referring to the post in the submissions thread). Any particular reason for that?
So far your submission looks great. The war poses really added to the character. Excellent entry.
yeah, well if you remember how i said i had 2 hidden spheres in the head for eyes and forgot about them… well I went back and started adding in those polys after I deleted those, but I realized that it wasn’t really adding much to the character. I spent so long trying to optimize it, that I didn’t really see much use for the extra polys. I probably should have really added some to the feet, especially the toes, but even then, the boots are all black and you don’t see much shape anyway. So I dunno
I didn’t know the coat was going to deform so poorly until I already painted all the weights and at that point, i really didn’t wanna go back and do it all over again. Where do you think I should have added them?
nice one neil. the final submission images came up really well. you should put them here as well, so people can respond directly.
Well I have the spare time now to go back and fix up this model a little more. Since pretty much the number one comment was ‘sloppy’ poly usage, do you mind marking up this photo with what you deem poor spots?

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