Milamber Posted April 12, 2013 Posted April 12, 2013 Got skype/xfire? Would be easier to have this back and forth thing live xD
ChalklYne Posted April 12, 2013 Author Posted April 12, 2013 azchalk skype hey ashura... wake up n help me with this torso it has too many folds and for some reason the scale of the texture and contrast are different so im screwing it up lol its really throwing off my vibe look at the poor thing dude =( and i just noticed for some reason my rivets shifted. sucky. ill fix it
Tempust85 Posted April 12, 2013 Posted April 12, 2013 Top of the head should be thinner to match those refs.
ChalklYne Posted April 12, 2013 Author Posted April 12, 2013 milambers helping me tune this dude in... heres some progress therfiles and Odeyseis like this
ChalklYne Posted April 14, 2013 Author Posted April 14, 2013 re-assessing his smoothingit was looking like crap
minilogoguy18 Posted April 14, 2013 Posted April 14, 2013 Doesn't look like Sam at all. Circa likes this
ChalklYne Posted April 14, 2013 Author Posted April 14, 2013 ahh itll survive. some more texturing. probably get a fresh look at it tomorrow... looks like his eyes are looking pretty bland without eyelids or anything.. probably try and texture those next
AshuraDX Posted April 14, 2013 Posted April 14, 2013 looks a little..... fat o.osorta reminds me of but that might be the flat textures Tempust85, Inyri and ChalklYne like this
ChalklYne Posted April 14, 2013 Author Posted April 14, 2013 omg i have 2 screens... and i set the resoulution to one of em a little smaller than usual so i can read the text from mycouch... but i retardedly use it to mod and forget to change the resolution lol milamber n i went thru this the other day lmfao he was like u need to squash the face i was like duuuude.. i cant squash it anymore than it is... then common sense took over and i realized my resolution was off.. now that i look at that pic on the right screen im somewhat ashamed =( therfiles likes this
Milamber Posted April 17, 2013 Posted April 17, 2013 You're back to a circle shaped head mate, starkiller's got more of a long square head, use your reference for what it's worth Do the line stuff
eezstreet Posted April 18, 2013 Posted April 18, 2013 Closer. The forehead still needs some work, and it needs to be less "flat" overall. But it's getting there.
Tempust85 Posted April 18, 2013 Posted April 18, 2013 Here's a sculpt someone did: http://www.artbymanny.com/gallery/starwars/meshes/starkillersculpt.jpg Good ref. eezstreet likes this
minilogoguy18 Posted April 18, 2013 Posted April 18, 2013 ^That was by the original artist for the game, if you search on polycount you can find the thread. Softimage ftw, game models were done for TFU with it.
ChalklYne Posted April 18, 2013 Author Posted April 18, 2013 yeah i noticed manny llamas was using softimage lol kikass
ChalklYne Posted April 18, 2013 Author Posted April 18, 2013 hey so somebody gimme a poly limit on this guy... he just has so much detail and i dont wanna half ass him so what are we looking at in the way of polies? i know 1000 verts per surface over 500 no shading... but besides that like overall count? im pretty good at not wasting verts so i wanna make sure i can pack a lot into this one... and heres that read mini was commenting on it really is a good read and the ref pics couldnt get any better... notice the program http://www.polycount.com/forum/showthread.php?t=62063
minilogoguy18 Posted April 18, 2013 Posted April 18, 2013 There is no real limit, I always just aim as low as possible while still having detail where it counts, I tend to go a little higher than base models but not by a whole lot, I also make LOD's which helps with performance A LOT.
Hirmanator Posted April 18, 2013 Posted April 18, 2013 There is no real limit, I always just aim as low as possible while still having detail where it counts, I tend to go a little higher than base models but not by a whole lot, I also make LOD's which helps with performance A LOT. LODs do help. I think if you were to keep it like the game. a 4000-5000 count. for more detail 6000 and LODs. Look up the how-to's in the tut section if ya don't know. http://psyko3d.50webs.com/tutorials/lods.htm
Milamber Posted April 18, 2013 Posted April 18, 2013 You can get something that looks like him with an insanely low poly count, the point is just getting the vertecies right You should focus on that still Add more loops once you gotten the ones you have working. Tempust85 likes this
Tempust85 Posted April 18, 2013 Posted April 18, 2013 Keep under 2,000 tris per mesh object, or carcass will spit chips and not the yummy kind.... Circa likes this
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