Wooo,
The first signs of 3D are afoot. Here is his base torso and arm W.I.P.
His original torso:

And then I made his arm and attached it. Then mirrored that for display:
Front:

Back:

K I am tired, more tommorrow! Comments and crits welcomed.
-DN
Wooo,
The first signs of 3D are afoot. Here is his base torso and arm W.I.P.
His original torso:

And then I made his arm and attached it. Then mirrored that for display:
Front:

Back:

K I am tired, more tommorrow! Comments and crits welcomed.
-DN
Ok,
I worked up his feet and legs and attached them to the torso then mirrored it, looks a bit scary right now without the head I know, but this is how the process goes for me
.

-DN:surprised
Wooo, got the head done :),
And got lotso poly’s to spare for the scarf, weapon and details.
Front:

Back:

-DN
Hey there again,
Thanks for checking out my site . . . but I’ll be erasing it very soon to create a new one that reflects my game artist carreer:p Otherwise, I checked out your site, and hey, very impressive! Your design sense is really good, the layout is great.
Otherwise, watch out on your polycount, there is no way that your model can be only 848 polies so far. Check out [NOV]'s thread, if you are using Maya, you will have to triangulate your mesh to get the correct reading.
Yep,
Actually my count is at 1690 tri’s. Sorry I didn’t mean to confuse anyone with the stats at the top, all the images so far are just the quads face count.
But, I didn’t even realize we could use up to 4000 for the character, I thought we were limited to 2500, thats why I say I have lots of polys left to work with for details.
Can’t wait to check out your new site!
-DN:surprised
Quick Update,
I finished his scarf, which right now is not part of the actual model,I am not sure how I should attach it, I prolly will just so I can cut back on some polys when I tweak it.
And I also triangulated the mirrored model so You can check out the count, which is still below 2000 YAY!


-DN
Very nice work. I really like your drawing style for your concept. It’s also interesting to see how you model your character in such small amount of poly counts. I definitely need to sharpen my skills on this. great job!![]()
Fantastic concept ! Really “pro” quality !
THe model is also getting there ! Looking forward to see this finished !
Thanks guys!
I appreciate all the comments so far, this forum is really a cool place for up and coming talent so being crit by such great artists is really awesome.
Anyways some of the latest progress. I created his anchor-like weapon, and gave him his much needed tail.
And I have finished the base model under 2500 tri’s so I am happy about that, so now I have roughly 1500 to work with for detail if I wanna get crazy :).

-DN:surprised
OK,
I decided to add just a few minute details, I didn’t want to go overboard with the extra polys so I kept the count to a minimum, its final render was 2580.



And the next step, on to unwrapping and texturing yay!
-DN
I am a little worried about his fingers and wrists, they don’t seem to have enoght polies at their bending points. Have you done models like these before, because right now, I don’t think they will bend that well.
Otherwise, it’s looking great. Keep’em coming:wip: :wip:
Hey apt,
I have done low poly human characters but nothing like this creature here with paws, these aren’t exactly human hands so this will be more of an experiment I guess. I had added cuts above and below each finger joint and the wrists just in case.
And the feet will not move the individual toes just the whole foot so I dont have to worry about them.
Thanks for looking out!
{edit: the new count with the added joints is 2762, still under 3000 YAY}
-DN :surprised
Hey all,
Happy 4th! Err, anyway, quick update, I have finished the main texture set for the actual creature, now I have one left to do for his bandana and Anchor. I am still learning how to unwrap stuff, so if my image seems weird, well … thats just me ;).

-DN:surprised
OooooOOh,
And now for the big moment, let see if those 2 hours of texturing was worth it.
The Grand Finale ( till I rig him of course )



-DN
very nice, very speedy! i wish i can finish my texture in 2 hrs 
it’s looking really decent, except it’s a little bit blury and stretchy around the face area (especially around the mouth). it looks fine on the texture map, so i guess it might be your uv layout. otherwise, it’s great!
I hope I am giving a reasonable critique.
Thanks for the crit NOV,
Yeah I am still learning the UVW unwrapping process. The way I do it is a little unorthodox so things tend to get stretched.
If you know of any good tutorials on how to do it for maya, please post something I could check out.
Thanks,
-DN:surprised
Originally posted by Digital Ninja
[B]Thanks for the crit NOV,Yeah I am still learning the UVW unwrapping process. The way I do it is a little unorthodox so things tend to get stretched.
If you know of any good tutorials on how to do it for maya, please post something I could check out.
Thanks,
-DN:surprised [/B]
a very handy technique I know is to apply a checker pattern to model (or part of the model) while editing the UV layout. that way, you can also easily tell where need to be fixed (stretchness). then get the squares as square as you possiblely can.
you can get the same one I am using here.
hope this helps a bit;)
Ok, the final submission.
render - final model posed - front 3/4 view
render- final model posed - rear 3/4 view
wireframe - final model posed - front 3/4 view
wireframe - final model posed - rear 3/4 view
texture 2 - characters weapon and scarf
Final Poly Count [tri’s] w/weapon : 3078
I tried to update the actual CGchallege site image but the updating option isn’t available anymore, sorry.

Nice character, maybe you should add some hairpattern and not just color if you know what I mean. Think that would improve it a lot. Anyway, good job.
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