[gameart] El Zorro, Steffen Unger (3D)


#18

Nice! But now let’s see the whole horse!


#19

congratulation for teh front page …
as i said on teh german board …
awessome work … and even mor awessome texturing


#20

i dont know what kind of problems one would encounter because of this…?

indeed, you have created a great representation of senor zorro. You have done very well with the billowy look of the sleeves.


#21

Well kndrewa, according to Jeff Unnay’s Hyper real modelling tutorials, having too many triangles on a mesh can produce texture stretching or texture deformation while animating. so it is often better to keep only cuads on it.

Or at least that’s what I understood about this issue. :slight_smile: but I might be wrong


#22

well you might be right with highres stuff, but this is realtime lowpoly art, working without tris in lowpoly is… stupid :wink:
i can model quad only, but wh should i do that on a game character?

well however, thanks guys for the nice replies i’ll answer asap :beer:


#23

Yeah that’s right, it would be very stupid to model low poly characters for GAMES without tris, but my point it’s still there to consider, because the smaller polygon count on a mesh the more notorious texture stretching would be in the animation…"
But I might be wrong …"


#24

Well, when it comes to rendering this stuff in a game engine, it’ll still calculate triangles, not quads, so it doesn’t matter, really. The polycount will stay the same.

And the whole tri/quad thing is actually just for Subdivision Surfaces purposes - If you’re using a smoothing algorithm, you’d have to consider tris, but for games, you need tris. Neox actually models quite efficient.

Btw, he really looks a little like Liam Neeson :slight_smile:


#25

Yes I agree, tris are definetely needed for GAME characters, as I said and I also agree that Neox is an amazing artist. :slight_smile:


#26

really nicely done, saw this in the wip section a while ago, are we gonna get a horse back pose, the typical horse raring back, on the sunset? Very nice, and yea, i too am glad to see some game art without the normal map. rock on!
-schu


#27

Very inspiring. I’m also working on a game model, hopefully it will come out
as good as yours. :slight_smile: Do you have a wire for the horse also? I was just wondering.
:thumbsup:


#28

i followed the progress of your model for a while and it came along very nice. love the details in the texture, since i can’t do textures of that quality, so iam jsut al ittle bit jelious :wise:

but, it’s really cool. i would like to see a new model very fast, so work work work neox ;D


#29

i agree with auclair, i thought it had a little too many wrinkles too :slight_smile:

pity about the triangles in the mesh, but sometimes it’s almost impossible to get rid of them…

i think this could work great in a game, especially since it doesn’t have any special maps!


#30

damn i don’t have enough time to do the pictures of tornado yet and don’t even have enough time to answer everyone… but these comments about the tris… damn this is gameart, in the end it will be overall triangulated, i just keep the quads where i don’t need tris to give it more form, if I wanted to have it quadonly i would do that, but there is no need for working with quads for a game, this is not going to get meshsmoothed or something, so why the complaints about the tris in the mesh? They are all wanted and are there for a reason, working with quads only makes sense when working with subdivision surfaces, which is not the case :slight_smile:


#31

very nice, traditional game character.

ich geb mal fünf sterchen, auch wenn dreiecke drin sind. hust**g


#32

nice modeling :thumbsup:


#33

An excellent finished piece Neox, the comments about tris make no sense. I enjoyed watching this one develop in the game art forum. Well done!

Gordon.


#34

Awsome Design and realistic shots. Keep it up!


#35

Really nice! Too bad about all the tris though…Ha Ha just kidding. :smiley:
It really does look great!


#36

nice work, i like the texturing. :slight_smile:


#37

Ok finally i have time to answer you guys in detail, i’ll add the full body shots of tornado this weekend, i’ll also add some higher res Shots of the face, with wires, one with hat and mask, one just with mask, one without the mask :slight_smile:

Thanks for the support in case of hand painting, in fact i’m currently playing around with normalmaps, it is definately a great technique, but i can’t support those who say, that with normalmap the prelighting should “die” because it’s not dynamical. Well, who cares about dynamic when its looking ugly? And pretty much all plain diffuse textures with normal mapping are looking pretty greyish, i’m not a fan of that “style”, i hate Doom3, not for the really solid work they did on the lowpoly and highpoly models, but for the greyish unnatural look they gave their models with those textures. I’m a big fan of Bobo the Seal, his prelighted textures were always better then any normalmapped model that i saw.

thanks for the plug on the frontpage too, in fact having this for ray would make me more happy, there was more work and more soul, but however, seeing Zorro on the front is great to :smiley:

@scrimski: i never wanted him to look like Liam Neeson, thats an accident, i never had any references of him, while doing zorro, but i definately didn’t want to do another antonio banderas :wink:

@florian: she knows that this one is up to her :wink: thanks for the kind words :slight_smile:

@auclair: yes definately, espacially on his arms, this part never worked really well, but i lost the interest :wink:

@thomas: mudge is the next on my list :smiley:

@onelung: hmmmm shall i really rig and skin tornado for a pose? hmmmmmmm i don’t know as i said before this one isn’t in my interest anymore :confused:

thanks for your support, i’ll add a thread in the game art section for my latest model asap :slight_smile: