AshuraDX Posted July 24, 2013 Author Posted July 24, 2013 Starkiller Texture WIP (View in 3D)updated , kinda like the hair but I guess I'll redo it againadded the scar above his right eyebrow about that deformed face... didnt notice that noe before , good find !
ChalklYne Posted July 24, 2013 Posted July 24, 2013 The eyebrows, the hairline up a bit and angled, and the scar on his eye goes below the eye too. Plus he has a small scar across his nose. Notice the retina size differences... IDK if thats relevant or maybe an angle thing
AshuraDX Posted July 24, 2013 Author Posted July 24, 2013 Starkiller Head (View in 3D)uff redid the hair , looks better now , doesn't it ?I guess I'll take a break from texturing here and move over to modeling his bodyEDIT : time to smooth out the corner of his lower jaw , he could pierce soemone's eyes with it atm EDIT 2 : @@Psyk0Sith any progress with your paintover ? ChalklYne likes this
Psyk0Sith Posted July 25, 2013 Posted July 25, 2013 It's not meant to be a likeness sculpt obviously, just a quick & dirty planes study with tons of mistakes. So basically you start with major bony landmarks, eyesockets, zygomatic, jaw line etc...once you've got the proportions you want you can start adding muscles and flesh to make it human. Your head lacks surface changes, it looks round from almost every angle (aka lack of forms). I pushed the features to really get the point across. I know you are only using a modeling app and can't really carve that kind of details, but you still need to move verts and break down the "ball" shape. Check out Jordu Schell's work for great reference:http://schellstudio.com/gallery/thumbnails.php?album=220 The same principles apply for low poly: Tempust85 likes this
ChalklYne Posted July 25, 2013 Posted July 25, 2013 It's starting to reallyhave his likeness I'm pretty excited about this model. And with your previous work such as Lurtz, The Witch king, and the Bezerker Wookie, I am very excited and anxious to see what you come up with for his body and textures. Grade A work here brotha
Corto Posted July 25, 2013 Posted July 25, 2013 I think this one is going to look great. For the texture, there's not much room for personal interpretation, just do it exactly like it is on the pictures and you'll be fine. For the shapes though, that's a different story.
AshuraDX Posted July 25, 2013 Author Posted July 25, 2013 just noticed I have to widen the neck a little , treid to reshape the head to hit your crits @@Psyk0Sith will uplaod to p3d.in later so this is my current body wip , I'll make heavy use of alpha maps for all that torn cloth EDIT :Starkiller Body WIP (View in 3D)just have to add some cloth strips to his left wrist and the upper body geometry is done
Psyk0Sith Posted July 26, 2013 Posted July 26, 2013 I did a smudge over, should be clearer than my cryptic anatomy pointers Excuse the crappy nose in front view XD ChalklYne and Tempust85 like this
AshuraDX Posted July 26, 2013 Author Posted July 26, 2013 Starkiller body final Geo (View in 3D) allright , will do @@Psyk0Sithfinished the body geometry for the most part , still have to do slight adjustments to the hip belts
ChalklYne Posted July 26, 2013 Posted July 26, 2013 *My Very Un-Educated Opinion* Alpha map those damn buckles, optimize the tris in the furlows. Delete the bottom depth of the belts as they will not be seen, and spend those saved verts back on the arm and leg wraps. Also, the chest armor, doesnt have that sharp point near the front on the neckring portion does it? It's more flush with the armor I say *My Very Un-Educated Opinion* because you taught me 97.4% of what I know about modelling, and I'm sure itll turn out fine. but my opinion is like a firey burp locked inside me and I just combust if I dont let one out every now and again. Screw it I'm resurrecting my SK tonight... Master vs Apprentice >=)You're prolly gunna blow mine out the water... If so.. may the fleas of a thousand camels infest your balls. Tempust85 and Omicron like this
Circa Posted July 26, 2013 Posted July 26, 2013 *My Very Un-Educated Opinion* Alpha map those damn buckles, optimize the tris in the furlows. Delete the bottom depth of the belts as they will not be seen, and spend those saved verts back on the arm and leg wraps. Also, the chest armor, doesnt have that sharp point near the front on the neckring portion does it? It's more flush with the armor I say *My Very Un-Educated Opinion* because you taught me 97.4% of what I know about modelling, and I'm sure itll turn out fine. but my opinion is like a firey burp locked inside me and I just combust if I dont let one out every now and again. Screw it I'm resurrecting my SK tonight... Master vs Apprentice >=)You're prolly gunna blow mine out the water... If so.. may the fleas of a thousand camels infest your balls.That'll do. :blink: ChalklYne likes this
AshuraDX Posted July 26, 2013 Author Posted July 26, 2013 today's work Lamented, Circa, negru_tudor and 4 others like this
Lamented Posted July 27, 2013 Posted July 27, 2013 OMG!!!! Wowz0r! I think Kobra finally has a sucessor
ChalklYne Posted July 27, 2013 Posted July 27, 2013 I really dislike the straps. And as for the torn peices of cloth... dont do it like that... do it like this... exactly like it looks. Paint the rips exactly like this. For the straps, make each one independent man. Wont cost u but maybe 100 tris and the entire model would look so much better. Then overlay maybe a stretched satin texture (easily created in photoshop) to get that clothy look to it. with this guy, if u spend so much time on the face, better spend so much time on everything or itll look like a decent head transposed onto a jka body. you're scared to use a few more tris huh? its yer model bro
CaptainCrazy Posted July 27, 2013 Posted July 27, 2013 Oh so not for any game? I'm a 3D model artist myself 8+ years experience so thinking about making some stuff for JA.
AshuraDX Posted July 27, 2013 Author Posted July 27, 2013 Not too bad! What's it for exactly? Just for the sheer will of his creativity not just that :a. had been thinking about modeling him for a while as he used to be one of the most requested characters and there wasn't a decent model of him and I allready attempted to model his head ages ago (but failed)b.Chalks numerous attempts made it look like a challenge to get his head right , which it was and I'm still not happy with the texturesc. and it's ofc going to end up in JA I really dislike the straps. And as for the torn peices of cloth... dont do it like that... do it like this... exactly like it looks. Paint the rips exactly like this. For the straps, make each one independent man. Wont cost u but maybe 100 tris and the entire model would look so much better. Then overlay maybe a stretched satin texture (easily created in photoshop) to get that clothy look to it. with this guy, if u spend so much time on the face, better spend so much time on everything or itll look like a decent head transposed onto a jka body. you're scared to use a few more tris huh? its yer model bro1. I'm NOT done with the torn cloth pieces it was jsut getting late AGAIN (again) and I figured I'd just take a few renders and go to bed afterwards2. modeling those straps will take more than quite a few hundreds of verts , as I'll need to have 8-10 sides for each one to get them to look halfway decent and I'm allready at 4890 verts/6193 tris so I'm kinda in the red-zone allready ChalklYne likes this
ChalklYne Posted July 27, 2013 Posted July 27, 2013 Very well... continue =P oh...and get some sleep dude loldont b like me and mod 48 hours straight lol
AshuraDX Posted July 27, 2013 Author Posted July 27, 2013 Very well... continue =P oh...and get some sleep dude loldont b like me and mod 48 hours straight lol didn't But it was 2 am allready so I thought I should quit before I get completely carried away AGAIN ChalklYne likes this
AshuraDX Posted July 27, 2013 Author Posted July 27, 2013 Do you have a goal in regards to poly count?nope not really , I just want to stay within in JA's limitsand I'm kinda close to hitting those right now so I dont plan to add any more detail
CaptainCrazy Posted July 27, 2013 Posted July 27, 2013 What are JA's limits? I'm wanting to make some stuff myself and i'm trying to work out what the limits are. Say for a hilt? I read that you can have about 1k polies and a model can be made of up to 34(?) parts of 1k polies? Obviously a hilt wouldn't even exceed 1,500 max but just asking xD
AshuraDX Posted July 27, 2013 Author Posted July 27, 2013 not polys : vertices , JA cares mostly about vertices you can have 32 polygroups with 1000 verts each , having more than 500 for a piece will disable dynamic shadowingand there's another animation reated error chalk keeps experiencing with high tri models , right bud @@ChalklYne
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