Wow its been a long time since I posted in the 3D forum. Here is a game model I finished recently. Ive never really worked on a character from start to finish, so I learned sooo much.
Next one will be better hopefully 
-Bartosz



Wow its been a long time since I posted in the 3D forum. Here is a game model I finished recently. Ive never really worked on a character from start to finish, so I learned sooo much.
Next one will be better hopefully 
-Bartosz



Holy crap man that UVW unwrap must have taken a long time. I did a much simpler model then this one and had a heck of a time welding all the pieces back together. Did you build the texture in Photoshop? Did yah model in 3dmax? Model looks great IMO Nice work :applause:
I think you UV map could be optmized MUCH MUCH better, along with your texture size. You should be able to squeeze out that detail in a 1024 map, but you are using the space of 4 1024ās to achieve the detail you have.
Hey thanks for the comments.
The poly count is just under 3000, and as far as why I used a 2048 map, is because our engine can support it 
Oh and the eyes, yes, I totally forgot about them while texturing the body and head. lol I will get to them right away.
Hy Bartoz,
Really nice model, I like the texturing tooā¦
hey, what about Normal Maps?? Iām Sure your engine will support this too 
This will add the Model some really more āliveā.
Itās a liitle bad, the model is so nice, but looking to āplainā, you know what I mean?
just thinkingā¦
greetz
btw: uuuuh, donāt like to meet this Guy in the dark without a massive Gun 
Ahh your right Acid, our engine does support normal maps. In fact im working on a uber-high quality mesh of this guy using zbrush 2 - from which I will extract the normal map with 
Now, to do those eyes!
Thatās fine in regards to your engine being able to handle it, but thereās SO much wasted texture space on that map that you could get a lot more detail out of it.
How about a wireframe shot of it?
Thanks for the feedback Bill I will try to make better use of my texture space in my next model.
hey man, nice model
just 2 cents: the textures are a bit too dark⦠iād make them lighter/more shiny
and about the modeling: you have LOTS of polies you could chop off on his arms and hands. Since itās a game model, optimisation is not something to be overlooked. So you could really save some polies/reuse them in other parts of the model.
Also, IMO it seems like the face needs a little more work, the back seems very detailed I would like to see the face the same way. Nice job.
Just a hint for how to condense your texture maps, stuff that you have two of you can over lap and only paint once. For exmple, you could just flip the coordinates of the left hand and overlay them over the right. Then your map will only have one hand texture, and you cover both. This would also go for the horns, the forearms, and the biceps. Moving onto things like the head, chest, back and tail, you can split the mapping coordinates down the middle. Then flip the coordinates and overlay them just like before. Texture half of the chest, half of the face, half of the tail, etc etc. I noticed that where he has bumps across the upper part of his back, that map is not symmetrical, so that one you can leave alone. But optimize for all its worth!
If your game engine can handle a 3K poly count with a 2048 map, just think how smooth a 1.5K model with a 1024 map woould run through it.
Thanks Drahen for your advice. However, im aware of mirroring the uvās and painting only one side, and I had considered this method before I started but since I plan on creating a normal map for this guy, I cant use that method.
Normal maps donāt play well with overlayed uvās and so unfortunately I couldnt mirror things. Of course Carmack made it possible in Doom3 because hes uber-genius - but other than that overlaying uvās wont work with normal maps.
< BTW > I changed the very first image at the top of this page. It has some newer renders and some simple eyeballs which I think work rather well.
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