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ChalklYne

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Posts posted by ChalklYne

  1. yeah thats a good idea. ill prolly start modelling the heads in a bit higher polycount then go back n reduce the unnecessary edgeloops. i found myself unable to follow the correct definition with so few polys to work with. i took all crits into consideration and tried to accomodate them accordingly, but some of them conflicted with the guys natural head shape so i did what i could. also, i take yer advice a lot because u know what yer doin. but, in certain situations im going to throw yer crits out the window for the current project and just try and stay focused on completing the one im on. like i said at least i know where to start next time and how to avoid these problems, but yer soulful disgust with the fact that i textured it anyways just to see what he'd look like is comical. the title reads first head model. not 3 different attempts at the same head. simmer down a bit. all of your knowledge between u guys definately is appreciated and will alleviate the problems in the future, but ive seen some of the stuff floating around here and none of it got degraded as much as this one. im concerned about your expertise in the area and appreciate the tips and tricks to help me next time, but im not going to just throw every project away that didnt go yer way. ive had a lot of good crits about the model and i apologize for not letting u just do it yerself lol. glad i could press a few buttons around here with my skillful assault on your psyches by attempting a first head model. and mini u were right, as usual, i coulda saved time by starting over. lead a horse to water type of thing i guess. but at least i went thru with it and seen where my mistakes would leave me in the long run (pentagrams and lumpy domes lol) ill try to pay more attention to the finer details, then scale em down as needed so i can at least capture the initial shape and make sure i wont have problems later like i did this time. but im pretty stoked aboutthe way he turned out despite his lumpiness here n there. im more of a trial and error type of person. and yer crits are very well appreciated inyri. just dont expect perfectness from everybody. especially on a thread titled first head model lol. put yer claws away girl its just a head. itll prolly get lost in the thousands of models on my pc and it will no longer haunt your thoughts. funny thing is, ive seen some pretty dumb stuff here n there that just looked horrible and i saw nothing but good jobs and keep it ups where i wanted to interject like u just did with a bunch of dooshbaggery and call it like i see it, i understood the learning curve of different modellers and never wanted to steal anybodys thunder and tell them flat out that their model just looked stupid. dont b suck inyri.

  2. damn mini i gotta say u did an amazing job on this one man. i am still working out constraints for kazdan. but, i did make him a completely custom skele, animated a movement, merged it into animations.cfg and he performs the action but the skele is in no way near as detailed and nice as yours. i wont start animating kazdan until i got a rig like yers going to make this whole character more feesable. the amount of work u put into this, combined with the new possibilities of faster/ more accurate animations with capes and all is just incredible man. big props i cant wait to use it =)

  3. thats a big ixnay on starting over. i got the lips all weird cuz i wanna save polys but still try and get his awkward ducklips in there. thats also why i didnt do his eyelids and eye creases all insanely detailed like the edgeflow tuts u guys posted. planning on having a lot of detail on his body when i finally finish these other two models so im saving verts where i can. i am overall almost achieving what im lookin for with this head anyways so no need to start over for small details that wont even be seen ingame. havent worked on the back of the head and neck at all obviously.as for the jawline im still debating what to do as in maybe move an edgeloop or add one. its all definately good advice tho to use when i ever start a new character at least ill have some good tuts and references of what to do differently. but nah im almost happy with the way hes turning out, will touch up the jawline and shape his head n neck and will start on his body later after i finish proxys final details in his texturing.

     

     

    also, do u know if i can use bumpmaps in the rendermap? to like, bake my bumpys into my textures?

  4. fixed up his polyflow as much as possible and went ahead with texturing. first time with a skin texture

     

     

    starkcolor1.jpg

     

     

    looking rather drag queenish, and very surprised about something... a WIP nonetheless lol

     

     

     

    starkcolor2.jpg

     

     

    no renders or nothing or subdivision, just the textured decal mode screenshotted a few times

     

     

     

    stark1.gif

     

     

     

     

     

     

    * i just noticed that horizontal line in his chin, it was most likely caused when i baked the shadows into the texture, fixing it up now with a quick clone stamp or something

  5. yeah im hand painting him inch by inch now. im pretty flabbergasted at how hes turning out..and his metal is no longer an issue. the reason i added noise in the first place is cuz i wanted to see how it would look flat instead of glossy. but it bombed.hes fixed now.. ill post some pics soon.

  6. so makin that skele for kazdans got me wantin to take a break, so i overhauled proxys textures and got him all prettied up, ill be rigging him tomorrow.

     

     

     

     

    proxytexts.gif

     

     

     

     

     

    5800 tris

    3400 points

     

    crits?

    i coulda prolly saved a few polys here or there by not adding in some of the needless detail (since it is jka), but its not too bad and i like how he turned out.

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