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Old 11-09-2005, 06:34 PM   #16
utpal
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nice work. but, somehow i like your model better in low-res than in smooth...i think the face looks a bit too curvy in smooth. angles in the low-res give him a bit of edge..
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Old 11-09-2005, 06:36 PM   #17
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oh, and thanks for the tip jay and t1ck... i found the game i was looking for. in japanese version it was called dead fox. but, elsewhere i suppose it was called "Code name Viper" on NES
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Old 11-09-2005, 06:51 PM   #18
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Tick
Very cool, its the sort of thing Id have sitting on my PC at work if it were a toy!! The hair is looking good.

Jay
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Old 11-09-2005, 07:09 PM   #19
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I don't think that extruding the hairline will push you past the 3k mark, and it shouldn't be more than roughly 100 tris extra, but you might wanna consider making the transition from forehead to hair less sharp, as his hair is (is assume) pulled back into the ponytail, and then that edge you've got shouldn't be there as I see it... Considering this, it can be debated whether or not extruding, or bump-mapping for that matter, the hair is actually necessary
I'd suggest moving the edges from the extrution more into the hair so that it looks raised from the scalp, but with a smoother transition... Hope this makes sense

Also, you might wanna consider making him go see a doctor, that skintone looks kinda ill
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Old 11-09-2005, 07:55 PM   #20
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utpal - I know what you mean with the smoothing. I like the unsmoothed views better, it has a crisper look glad you found that game, hope you can use it for your character.

Jay - hehe, maybe a squeaky one that went 'ah' when you squeezed it and 'saw' when you released it and just one rogue tri left in the hair...

blomkaal - good points on the hair, I'd extruded it as a test and quite liked the result but forgot about the slick look as in the screenshot. To keep low polys I've removed the extrusion along it all except for the sideburns as they are quite fun
:lmao: at the doctor bit, excellent. Its just a block in at the mo till I get round to UV'ing but it really should be a bit better coloured now.

Around 758 tris for the head now (minus eyes). Signing off tonight so see you all tomorrow!

http://www.flash-fx.net/images/3D/sa...concept_5c.gif

http://www.flash-fx.net/images/3D/sa...concept_5d.gif
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Old 12-09-2005, 04:38 AM   #21
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Looking good!

I liked your wild entry from the last comp.

Can't wait to see where you take this one.

Dave
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Old 12-09-2005, 08:20 AM   #22
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swankymonkey - thanks man, much appreciated I'm aiming to model a basic (robotic?) dragon steed but it'd be fun to see him riding on your groovy model
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Old 12-09-2005, 03:12 PM   #23
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Default whoa

looks awesome so far dude. Im totally glad your in the norm catagory. I like how you did the hair. I think ill use extrusion for my head after seeing how yours looks. Keep it up.
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Old 12-09-2005, 05:05 PM   #24
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badtertle - cheers for the encouragement, its much appreciated Doesnt look half as complicated as your idea though - good luck!

his topknot hairdo will have to be detachable tho as I need to be able to give him a removable helmet.
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Old 12-09-2005, 08:17 PM   #25
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didnt get much done tonight but here's a few screenshots raw and smoothed with simple colours blocking in the main areas to be textured. Might mess with the shape a bit more and then start on UV'ing the body (the eyes were just quick test UV's).
Just under 2k tris at the moment so a bit heavier than I wanted.


http://www.flash-fx.net/images/3D/sa...concept_6a.gif

http://www.flash-fx.net/images/3D/sa...concept_6b.gif

http://www.flash-fx.net/images/3D/sa...concept_6c.jpg

http://www.flash-fx.net/images/3D/sa...concept_6d.jpg
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Old 13-09-2005, 02:46 PM   #26
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Default nice model

Looks nice, good work.
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Old 13-09-2005, 04:26 PM   #27
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looks fantastic. Cant wait to see you start to map the body. Please let me know how you do it when you start, for i suck at it.
Keep up the good work.
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Old 13-09-2005, 07:10 PM   #28
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mayafreak - cheers man, your's is definately coming on well

antiant - I can try but I'm relatively new to mapping and texturing (only 1 before this) so it might come out a bit all over

Just been playing with maps tonight and got confused with selecting the right uv maps etc... my head nearly popped off! Grab yourself the texture map from Rae's knight WIP in the WIP section - it makes it a lot easier to reduce stretching! (cheers again Rae )
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Old 14-09-2005, 05:40 PM   #29
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Finally (kind of) figured out how to UV map the head.

Here's a UV shot and a current WIP on the head texture. I'm really only aiming to get the main areas blocked in with a little detail at the mo as I have some more work to do on the body.

http://www.flash-fx.net/images/3D/sa...face_uvmap.jpg

http://www.flash-fx.net/images/3D/sa...ace_uvmap2.jpg

and an example on the smoothed head

http://www.flash-fx.net/images/3D/sa...ace_uvmap3.jpg
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Old 15-09-2005, 06:18 PM   #30
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small update on accessories

created some simple swords, a helmet and breastplate. going to add some other bits as well.
thing is when he's armoured up the topknot will have to be removed and his bottoms will have to be modified for the leg armour.....plenty to go at but its a good learning experience

Oh also did some cutting out of unnecessary polys and am down to 1600 tris for the current head, body and eyes.

http://www.flash-fx.net/images/3D/sa...concept_7a.gif

http://www.flash-fx.net/images/3D/sa...concept_7b.gif
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Last edited by t1ck135 : 15-09-2005 at 06:35 PM.
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