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Been watching the goings on here for awhile but have always felt a little too intimadated to post anything. Steppin out on a limb, here goes.
My Frogman, from my online comic www.frogmencomics.com
and hopefully will have him completely textured by next Friday, it's when he's due for my final project.
Shoulda posted this first I guess, sorry.
Last edited by Fourth Nail; March 21st, 2003 at 03:14 PM.
my only issue with them is that you have a ton of polys where you really don't need them. you need to save the polys for where you need the most detail, which is usually the face. i think you did well with the face polys, but then you look at the gloves, the pockets on the pants, and the kneepads even, and they are so dense. the eyeball is even more dense than it needs to be, this would be a nightmare for games.
again, very nice model and texture on it. i just think you need to keep it a little more simple.
I forgot to mention that this is a high poly character for animation not games. Most of those high poly areas are simply the mesh smooth. You are right about the gloves for sure though, I've been meaning to go back and rework them.
I'll be riggin him and begining animation on him within the next week or two, after I finish the mapping.
even if it is for animation and not for games, you have way too many polys in some places. empty covered most of it. The sides of those pouches on the front of the belt could also have significently fewer polys along the side, unless you are animating them as bendy cloth.
Also, the gun has way more polys than nessessary. The middle thing that sticks down (sorry, I don't know parts of guns) could be reduced, as well as the front part.
I love the texturing on the face. It has the perfect amount of spec/gloss for frog skin.
Show us without the Mesh smooth.........
I am everywhere,
I am Nowhere.
Many pockets, i wonder what he keeps in those ;-)
Power is nothing without intelligence.
Magazines, grenades, chips, dips, chains and whips, etc.
I'll be working on him this evening so I'll try and get the low poly rendered as well, sorry about that.