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Beast WIP

  • capone_adam
  • June 4, 2005 at 2:19 AM
  • csharp
    • June 10, 2005 at 11:41 PM
    • #41

    DONT ADD THE LAMP DONT ADD THE LAMP!!

  • capone_adam
    • June 11, 2005 at 12:01 AM
    • #42

    Yeah, the lamp officially died...R.I.P...

    PS a normalmap????...I've been wishing for tht ability!, so you CAN make a normal map in the same way as a bump map? My painting is far better than my modeling.

    Not touched Zbrush yet, its on my 'to do' list. Basically, I really need this modeled and textured next week so can't be spending too much time exploring new methods.

    Anyway, I'm having to stop work on it for 2 days. So please continue crits, I'll pick em up on monday and tweak the model. Unwrap on tuesday...finished on thursday/friday...

    Thanks for all support!

  • Lee3dee
    • June 11, 2005 at 7:56 AM
    • #43

    hey capone_adam,

    the model looks great! I agree with everyone that normal mapping your character would look kick ass! Looks like your using 3dsmax for modeling. If its version 7, the normal baking render is included.

    Since, your already familiar with 3dsmax, i'd work on the model until ure happy with it, and then start cranking up the details. Add lots of new geometry where needed, make a really high detailed model.

    Then follow this tutorial that got me learning normal mapping

    http://www.cgchat.com/forum/showthread. ... tid=196134

  • Skjalg
    • June 11, 2005 at 10:10 AM
    • #44

    it looks good, reminds me of those "lickers" in Quake 2...

  • DaanO
    • June 11, 2005 at 12:53 PM
    • #45

    Better already. What might be really interesting is to dig up some pictures of real animals and check out how their legs are attached, how their muscles look.

  • capone_adam
    • June 13, 2005 at 10:03 PM
    • #46

    About done, but really hit a problem. I'm really needing to move on, but I've adapted this high poly version from the low poly but I just don't have time to go around the mesh changing every single tri into a quad.

    The idea of doing the high poly was to show I can do it, but I feel its pointless showing it if it goes against one of the core rules of high poly work, all quads. So I may ditch the high and work on another project which focuses on high poly (rather than being a adapted low poly version) while I wait for feedback on my showreel.

    Have I really gone about this the wrong way, maybe I should of built the high poly and adapted it into a low?...

    Also, when I texture it I am going to unwrap the low poly, save uvs and put on high poly (if I go ahead with this), can anyone confirm that as a good method?

    Thanks

    [Blocked Image: http://www.caponeart.com/del24.jpg]

  • Nysuatro
    • June 14, 2005 at 12:16 PM
    • #47

    Briliant model

  • capone_adam
    • June 16, 2005 at 12:07 AM
    • #48

    Texture WIP, should finish this project tomorrow night. I'm using two 512 maps (probably diffuse,bump,spec and illumination)

    [Blocked Image: http://www.caponeart.com/del25.jpg]

    one of the maps as it is at moment...

    [Blocked Image: http://www.caponeart.com/del26.jpg]

  • Lee3dee
    • June 16, 2005 at 7:22 AM
    • #49

    dude, that texturing is awesome! add a little highlight for specular on the skin and metal areas and ure good .

  • Algor
    • June 16, 2005 at 2:26 PM
    • #50

    Nice, very cool.

    Hopefully the textures will bring it even further

  • DanielAragon
    • June 16, 2005 at 3:03 PM
    • #51

    if it were me, id go fro silver or bronze for the armor

    looks really nice though

  • von*ferret
    • June 16, 2005 at 4:02 PM
    • #52

    maybe a rusted silver. If you went too white for silver it would make it look monochromatic and most likely, less interesting.

  • csharp
    • June 16, 2005 at 11:24 PM
    • #53
    Quote from von*ferret

    maybe a rusted silver. If you went too white for silver it would make it look monochromatic and most likely, less interesting.

    Im not sure, but i think that silver doesnt rust.. is that writed right?

  • capone_adam
    • June 17, 2005 at 2:00 AM
    • #54

    all done, 6000 tri, 2 x 512 diffuse (and spec + bump).

    Thanks for all support on this,

    [Blocked Image: http://www.caponeart.com/del27.jpg]

  • Nazul
    • June 17, 2005 at 2:14 AM
    • #55

    lol! THAT is seriously TEH BOMB!? could be like an ancient egyptian god ( if he was standing up )

    dude gj this rulez ~~

  • DanielAragon
    • June 17, 2005 at 7:34 AM
    • #56

    we have a weener

  • Lee3dee
    • June 17, 2005 at 5:32 PM
    • #57

    that green eye is bugging me compared to the rest of the texturing, it seems out of place. maybe adding burning it abit in photoshop, to give it a bit of definition as an eye. Just a thought, otherwise looks great!

  • GrayFox
    • June 17, 2005 at 5:46 PM
    • #58

    Very nice!

    The mouth needs something, though. Maybe bigger teeth or a lizard-like tongue.

  • DelaZ
    • June 17, 2005 at 5:55 PM
    • #59

    Very nice work.

    The mouth should be closed imo and the green eyes are also bugging me alot.

  • Defrag
    • June 17, 2005 at 7:34 PM
    • #60

    Nice work, but I'm going along with the others on the green eye thing

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