ChalklYne Posted June 20, 2013 Author Posted June 20, 2013 yeah this is like an hour worth of hand painting it. ill keep the previous cuz i know it looks decent, but im still gunna hand paint it as well
Botdra Posted June 20, 2013 Posted June 20, 2013 I'm not sure about the scale and position of the head on his body... the head alone looks great though man. ChalklYne likes this
minilogoguy18 Posted June 20, 2013 Posted June 20, 2013 http://wiki.polycount.com/ShoulderTopology You should look that over, with the amount of detail you're putting in I think you should make the polyflow follow the muscle lines better in the shoulders, the "bendy straw" method you are using right now is really only good for really low poly models since it makes for easy weighing and deformation. I personally build them more focused on proper anatomy. Something about the face looks off, like the proportions of the head. Eyes seem a bit too big and lips not quite as pouty as they should be.
ChalklYne Posted June 21, 2013 Author Posted June 21, 2013 (edited) well im already pushin 6000 tris so im kinda already blowing the mark as it is.. but then again.. i dont see it taking up much more verts so hell i dunno. the armpits look weird right now so i dunno i might go into it. heres some hands i just made for it. still tweaking em but figured since i was posting might as well. im done with geometry now, just deleting edge loops here n there n trying to save as much as possible n get it under 6000 EDIT: smaller eyes... poutier lips.. Edited June 21, 2013 by ChalklYne
minilogoguy18 Posted June 21, 2013 Posted June 21, 2013 Maybe put the lips back to the way they were but keep the eyes, the lips somehow got worse. The hands are right, you didn't make the amature mistake of modeling the thumbs out of the side of the hand, they come out of the bottom. You don't need those weird loops at the very tip, it's like you added a joint that doesn't exist in real life, you need more loops though on the finger joints, 1 loop wont cut it. The shoulders though probably should be retopo'd.
ChalklYne Posted June 21, 2013 Author Posted June 21, 2013 ill work on that tonight then. been spending a lot of time swapping between models and this map ill post more pics when i get shaders figured out Barricade24, therfiles and Omicron like this
Tempust85 Posted June 21, 2013 Posted June 21, 2013 Wow and here I thought JKA was too sh*t to manage reflective surfaces.
Lamented Posted June 21, 2013 Posted June 21, 2013 Chalk, mind explaining a little bit on how to start modeling in my TC thread? I just got 3dsmax
ChalklYne Posted June 21, 2013 Author Posted June 21, 2013 Chalk, mind explaining a little bit on how to start modeling in my TC thread? I just got 3dsmaxhttp://www.youtube.com/watch?v=tSnHDQSz4Tg Tempust85 and Botdra like this
Botdra Posted June 21, 2013 Posted June 21, 2013 Damn, that floor must've just gotten Zambonied. ChalklYne likes this
Lamented Posted June 21, 2013 Posted June 21, 2013 Thank you, but can you explain how to save the model as a .glm afterward?
Tempust85 Posted June 21, 2013 Posted June 21, 2013 Thank you, but can you explain how to save the model as a .glm afterward? Focus on creating a model first, exporting will be explained later don't worry.
ChalklYne Posted June 25, 2013 Author Posted June 25, 2013 just got it under 6000 tris and still have plenty to delete on the face
eezstreet Posted June 25, 2013 Posted June 25, 2013 Wow and here I thought JKA was too sh*t to manage reflective surfaces. Not quite. It can handle one reflection per PVS leaf. A really shitty and awkward limit, I know, but it worked well enough for the demo mission (floor in the final battle area had reflections)
Botdra Posted June 25, 2013 Posted June 25, 2013 Not quite. It can handle one reflection per PVS leaf. A really shitty and awkward limit, I know, but it worked well enough for the demo mission (floor in the final battle area had reflections) Can we look forward to a way around this in the future perhaps?
minilogoguy18 Posted June 25, 2013 Posted June 25, 2013 Still need to fix the hands, arms also seem too short.
katanamaru Posted June 25, 2013 Posted June 25, 2013 I'm not sure wheather the arms are too short, or the shoulders are too high.
ChalklYne Posted June 25, 2013 Author Posted June 25, 2013 good call gentlemen. i thought maybe his shoulders were too wide i dunno. but yup they look a bit short as well as high better? been messing with the face very little bit at a time just painting
KCDodger Posted June 25, 2013 Posted June 25, 2013 Man, we're still aiming to make the quintessential Galen Marek skin, aren't we?That boggles my mind. I remember when TFU huds, skins, sabers, and backhanded sabers were brand new and all the rage.
ChalklYne Posted June 25, 2013 Author Posted June 25, 2013 Whoa, who let tiny arms in this thread? well... i knew that the wrists barely went past the hips so i just kinda eyeballed it. but youre saying make em longer even?
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