View Full Version : Dark Knight
SouL
January 11th, 2003, 12:50 AM
http://www.planetquake.com/polycount/cottages/souldesigns/portfolio/dark_knight_2.jpg
Low Poly.
gekitsu
January 11th, 2003, 06:49 AM
wow, looking cool!
i like the expression, you caught in this handfull of polies. sure a hell of fun to skin this fella.
Happeh
January 11th, 2003, 10:59 AM
Ya. He needs a skin. At first I thought it was a guy lifting up his skirt to urinate. I could not determine what the bulge between his legs was. Took awhile to find the horse's head.
Clodhopper
January 11th, 2003, 04:21 PM
Thats amazing. with the texture, it'll be as cool as Death Dealer! I can model well, but I definately need to learn how to low poly, like you.
WerxOne
January 11th, 2003, 10:51 PM
sweet model, i think his axe could use alittle more detail. thats the only things i can really critique on , great job, i'd love to see the progression of the model as far as mapping and animation are concerned.
piGfreeZer
January 12th, 2003, 03:32 AM
the low poly work is amazing... could you just tell us the number of polies ?
as they said above, the axe is a little bit flat.. it could be better if you add more weight to it...
and I wondered why he has two pair of legs... and I saw the horse ! But this is because of the render's point of view..
EVIL
January 12th, 2003, 05:20 AM
Great model SouL.. 1 question.. for what game are you going to release this model for? it would be sweet to have this character as a player models and i cant wait to see it skinned
WhiteBlaizer
January 12th, 2003, 06:06 AM
Excellent model soul. I think i saw it at polycount boards. Give him colour.
Why all people ask:
what game are you going to release this model for?
the answer... dunno :D
killing.people
January 12th, 2003, 06:35 AM
this is awesome!
can we see more of the model please? :(
-killing.knight
Travis_Bourbeau
January 12th, 2003, 09:45 PM
That looks sharp man id like to see the horse as well looking good !
SouL
January 13th, 2003, 06:00 PM
Texture is on the way. I'll post it once it's all finished.
Both figure stand at a combined count of ~3600.
The axe blade is flat because it is. An transparancey map will be applied to it to give the blade a smooth curve at the expense of only 2 polygons.
SouL
January 29th, 2003, 05:48 AM
Knight texture is finished.
http://www.polycount.com/cottages/souldesigns/lame-brom-wannabe4.jpg
http://www.polycount.com/cottages/souldesigns/lame-brom-wannabe5.jpg
There's a throne in the works, too.
The broadsword in the image was modeled/textured by my texture slave, Crash. :)
I had a Brom'ish texture planned from the beginning when I was working on the body. That kind of fizzled away and I just went along on my own as I got further into the texture.
tyboogie
February 1st, 2003, 04:49 PM
VERY GOOD! im ready to play this guy in a game!--ty
Frost
February 1st, 2003, 05:13 PM
Soul: Excellent work. The mesh looks very good. My critique on it however is that little things like the skull on his belt/abdomen is nedlessly detailed, where those polys could have esaily been used elsewhere (ie. Axe). You'll never get to see the skull detail, at least, not as much as other areas that are more exposed, especially the eye sockets (or anything that is concave) as opposed to putting the detail in the silhouette (convex) geometry. Overall great use of polys, that's the only place I can really crit on. Great armor, logical and nice.
The texturing seems a little too high contrast. and depending on the lighting model in the game engine, you might want to make the black non-black (10% to 20% lightness might be a good here), but lighter in order to get some hint of lighting giving FORM to your nice geometry.. right now, the texturing is not complementing your good geometry. If it's going to have some environment mapping (reflection) on it, it may help with the form definition a little, but still not enough. The gold trimmings look too saturated to be gold, seems a little cartoonish.
Just my 2 cents, trying to help.
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