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View Full Version : Finished Creature Mod3l: Murgeon


Sketch
September 7th, 2003, 04:56 PM
Here's my new model. Hope you like. Please give me all the feedback ya got! Cheers

http://www.vfs.com/~m07matthew/topic1/assets/cg/Murgeon.jpg

http://www.vfs.com/~m07matthew/topic1/assets/cg/MurgLeap.jpg

http://www.vfs.com/~m07matthew/topic1/assets/cg/murgstance.jpg

akuria
September 8th, 2003, 01:07 AM
i like it. it looks good. have you thought of making a high res version.

poly_cube
September 8th, 2003, 12:59 PM
hey so far it looks great - my only crit would be the texture. it looks rather flat: no bumps on the skin -scars he looks as smooth as a baby's bottom. other than that the model it self looks great!

Sketch
September 8th, 2003, 06:27 PM
Thanks for the kind comments guys!

Akuria: Nah, I probably won't make a high res version. I'm focusing on getting a job in the games industry and I already have a few high res models so my focus is on lower poly models, right now.

poly_cube: Very good points on the texture. I was going for a comic book feel... but I prob should add some more detail.

neble
September 8th, 2003, 11:28 PM
Nice looking model. The poly count's pretty good too.

Your texture needs some work though. I find most game companys are always looking for people that can do a nice model, but also a well detailed, maybe 512x512 texture map. Depending on the company, but if they see you can do a high detailed texture, they know you can do a low detail one.

You might also want to emphasize the eyes and mouth a bit more. In game rez, the eyes might get lost. Can he make a fist?

Otherwise, I can defiently see him in a game or two.:)

poopinmymouth
September 10th, 2003, 11:14 AM
might we see an unposed wireframe, and a texture flat? Watermark it if you so desire, but it would be nice to see them in raw form.

Sketch
September 11th, 2003, 02:02 PM
Here's my wires and texts...

http://www.vfs.com/~m07matthew/topic1/assets/cg/MurgWire.jpg

http://www.vfs.com/~m07matthew/topic1/assets/cg/Murgbody.jpg

http://www.vfs.com/~m07matthew/topic1/assets/cg/Murghead.jpg

poopinmymouth
September 11th, 2003, 04:04 PM
hmmm, methinks you are counting quads, not tri's. that wireframe looks way too high to be 1912 poly's. convert to edit mesh then run polygon counter, that will give accurate Pcount. for the textures, very nice shading, and volume. but it needs some small scale detail, like skin pores or scratches and stuff. Maybe find a nice photo to overlay to give it some sharpenss and surface detail. like lizard skin, or just sand. *edit* i like the actual layout of the uV's just not the arrangement or scale" Pcube has good points. Just remember not to make the UV's come too close together, otherwise, when they go to the smaller Mip Map levels, they will have nasty seams and overlaps. *edit*

poly_cube
September 12th, 2003, 05:49 PM
the texture layout needs some work- you have a lot of black spaces there that could be used for more skin or accessories. Its always a good rule of thumb to use up as much space as possible (more bang for your buck) and put more of an emphasis on the important features (face should generally have the most space) since it’s the most important part of the body that we always look at.

and those thorns could actually be on a smaller map- since the pattern tends to repeate it self you can get away with just a small strip of the thorns that tile. and maybe have another one to break the tileing.

But keep it up man I like it!