View Full Version : Paramilitary punk, part 2
poopinmymouth
October 22nd, 2003, 04:26 AM
http://www.poopinmymouth.com/3d/game/arttestpunk_flatsheet.jpg
edited the title since it didnt seam like anyone viewed this. Hoping to get at least one response. Anyway I did this for the same Art test Wetterschneider did, and I am pleased to say I am the new Character Artist for Terminal Reality. wetters is applying for a different position so we werent competing, but it was fun to do the same model. Because of the new job, I will not be able to post much for a while, but I will continue to moderate the forum as often as I can get some free time.
poopinmymouth
October 28th, 2003, 10:54 PM
oh yeah, bump
GhostofMacbeth
October 28th, 2003, 11:10 PM
Looks pretty cool. You have a nice character while still remaining pretty low poly.
SirRon
October 28th, 2003, 11:58 PM
Looks great, though I do like Wetter's better. No offense. But I consider you guys my heros compared to my skills :D
If you don't mind me asking, how does that art test work? Do they supply you with textures, concept art, requirements, etc.? Did you also have to animate it too? It looks very similar to Wetter's so that's what I'm assuming.
There's something about that snarl that doesn't look right, I think the mouth might be pulled back to the side too much.
Another thing I noticed is that the texture of the pants would look better if they looked symetrical from the sides rather than the front and back. It looks too mirrored looking at it from the front. If it was on the sides then at least you can't see the other side and notice how they look exactly the same. Hope I made sense.
Great job nonetheless, probably wouldn't have taken me the whole semester just to get something like that modeled.
BlackArmada
October 30th, 2003, 11:33 AM
I'm very curious on how you make that texture map. How did you copy the polygons and paste it flat like that for you to color ?
Scrubbin Bubbles
October 30th, 2003, 05:00 PM
i'm a noob so i have dum questions. 2500 seems high. Is it for cinematics as opposed to in game?
Nice defination on the arms.
poopinmymouth
October 30th, 2003, 05:30 PM
as of right now, 2500 is considered quite low poly. The only games where it would be too high, is an RTS or possibly a Diablo style top down game. First person shooters are nearing the 4 and 5 thousand mark
JoShuA
October 30th, 2003, 05:41 PM
Sir Ron, Art tests vary depending on what job your applying for, but I bet they gave poop and weathercutter a rough concept sketch, that would explain the similarity, requirements would be follow the concept sketch make the model withing the specified range, a texture so and so size. animatable mouth and eyes.
I have one question for poop or weather, did they lay out the uv's for you or was that part of the test?
congrats on the job poop.
poopinmymouth
October 30th, 2003, 06:26 PM
I laid out the UV's myself Josh. UV's are my favorate part of the process. I try to make them as easy to paint as possible.
Wetterschneider
October 30th, 2003, 08:02 PM
If you take a peek at each of our flat maps you'll see that the UV layout is completely different. Poop made a few decisions that are superior to my layout - i.e. he kept staight edges in places where I didn't.
Howdy
November 1st, 2003, 09:57 AM
How odd. I like the "glowing" property of wetters more also. Wonder what the judging criteria were.
--
I am still dying to know why somone would publicly name themselve "poopi n my mouth".
Is that a declaration of what you like to do? Only met one of those people in my whole life. Ran like hell. :)
Wetterschneider
November 1st, 2003, 10:39 AM
Hey Poop, I don't really want to highjack your thread...
And Happy Birthday!
Anyways- the "glowing" effect is the result of a special trick I played with the texture map. The rendering shown is with 100% ambient light, and all shading on the model is part of the texture map. This means that I have complete control over what the shadows do in terms of hue and brightness - i.e. the shaded parts of the skin is very red - which simulates sub surface scattering - while the shaded parts of the t-shirt are cool, and NO shaded part is simply the addition of black to the base color (which has a tendency to make things look muddy).
If the shading on the model had been the result of "standard" key lighting and no ambient then the darker parts of the model would have simply been, um, darker, since the ambient color control is on a material by material basis in Max, and definitely wouldn't be anything special in a realtime game engine.
Does any of that make sense?
Horus
November 1st, 2003, 03:48 PM
Poopers, you have got to get over this non-existant waist hip thing. None of your models will ever look like they can keep their pants up if you don't. His eyes look a little dead. Maybe some harder cast shadow and some highlights. The only other thing is the darker tones on the skin. They look purplish - mor like a bruise than a darker skintone or shadow.
Over all, though, I think he rocks.
Did you ever get his gun done?
B.
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