Polaris Posted April 24, 2006 Report Posted April 24, 2006 Sex for hessi and Nooba hessi is that the 88 model that is in Anvil? Quote
hessi Posted April 24, 2006 Report Posted April 24, 2006 no this is my own 88 model. the anvil model is crappy. too less geometry detail. awesome model looks like a fun uv job too autounwrap is pretty cool in maya while you are working with boxy lowpoly meshes. snapping uv borders isnt a that big deal. then rescale everything. overall this uv map would require 1-1,5 hours Quote
nico Posted April 24, 2006 Report Posted April 24, 2006 very wip. 2 days work. Modelling a bit after a lotr orc. Supposed to use it for my assignment where im to make a biped walkcycle, so the model itself is not all that important. Let me know what you think, cc is allways good http://img178.imageshack.us/my.php?image=orc9qb.jpg edit: and here is the wire, tho its the meshsmoothed one, in a bit of a hurry, will get the non-smoothed tomorrow. http://img183.imageshack.us/my.php?image=orcwire9nn.jpg Quote
JAL Posted April 24, 2006 Report Posted April 24, 2006 omai that orc is just like in Lotr, good work. Quote
von*ferret Posted April 24, 2006 Report Posted April 24, 2006 skin texture could use some work. I dont like the white paleness of it. Also why are you mesh smoothing? You aren't really getting definition in doing so. You'd be better off just throwing him into zbrush and getting better sculpting options. Quote
Polaris Posted April 24, 2006 Report Posted April 24, 2006 omai that orc is just like in Lotr, good work. Its a goblin Quote
Meotwister Posted April 24, 2006 Report Posted April 24, 2006 sweet jesus that cannon's awesome nice job! Quote
Zyn Posted April 25, 2006 Report Posted April 25, 2006 Somehow reminds me of the horrifying graphics of EQ2 :E Quote
nico Posted April 25, 2006 Report Posted April 25, 2006 for the goblin comments: i agree that they looks like goblins should look, but in lotr they are called orcs, and then you have the uruk-hai or whatever they are called who are a tad more badass. Ferret: i meshsmooth because im no fan of squarish outlines (thats what they are called? sortof like the silhouette around the figure.) I take the meshsmooth into consideration when i model, so i tend to blow up the proportions of for example the cheekbones a bit, cause when i meshsmooth they tend to get smaller. Dunno if that helped explain. Allthough for game modelleling its very important to know how to spare the polys and still make the silhouette look good (and fix the smoothness with smoothing groups instead), its not relevant on this model as its only for a walkcycle, and i can therefore knock myself out a bit with the meshsmooth. I will try to fix the skin colour a bit, but i dont want it to go too green as its a bit too clichè (sp), but perhaps a little tint of blue. I prefer to have it rather pale, as they are supposed to live in darkness/inside caves and the likes, and would obviously not look all that tan. Anyways, thanks for crits, keep them coming! Edit: here is the low poly non smoothed wire, imageshack seems a bit slow today. http://img100.imageshack.us/my.php?image=orclowwire5jc.jpg Quote
Skjalg Posted April 30, 2006 Report Posted April 30, 2006 Do you guys think this polycount is too high for a basic prop? I probably should do a LOD model too... Quote
PhilipK Posted April 30, 2006 Report Posted April 30, 2006 not bad skjalg. actually really nice but yeah seems a little highpoly for a bucket. you could however continue that model and do a highpoly for normalmapping of it. then you would be able to actually model out those planks as well. otherwise it might be an idea to at least skip the chamfer on the holes on the sides. Also I don't understand your smoothing groups totally. It looks very soft at the edges. Perhaps you wanted to achieve that effect? Otherwise I think it would look good if you would put the top and chamfered edges in separate smoothing groups and the sides in separate. In either case it would need some lods Quote
st0lve Posted April 30, 2006 Report Posted April 30, 2006 You should have made the skin so that it is 1 "planke" per side. Quote
Skjalg Posted April 30, 2006 Report Posted April 30, 2006 Thanks phill, I'll fix the smoothing groups straight away You should have made the skin so that it is 1 "planke" per side.lol yeah, that does seem like the smarter way to go Quote
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