meh...Im calling this one finished-
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_final1.jpg[/img]
Supposed to be a street deathmatch fighter with matching swords.
Unfortunatly I havent learned how to rig so I can only present him in this boring pose.
2254 Tris and 1 1024 texture map.
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_wire.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_flat.jpg[/img]
hmmm...yeah his hands are quite small, somthiung that can be fixed easily enough.
As for the concept, I dont think its that well design as its a bit of a mish mash. Like I wasnt too sure what I would do with the face mask. I should have concepted him out more before I began. Lesson learnt!!
Texture work too is pretty shoddy, especially the boots area.
At the same time there?s definitely some neat things about him. I think the anatomy generally looks pretty good. Possibly some of the smaller scratches on his skin might look a little too much like you would expect scratches to look on metal.
Overall it?s a pretty good job ? I could defiantly imagine him in a Mad Max type environment.
Are you planning on learning how to rig and pose? If you use max, character studio makes it a breeze.
Just looking at that id say the boots stand out the worse. They just dont seem to gell with the rest of the concept well. Other then that though its still a pretty cool texture, that mask looks ten times better in the flat then it does on the model. Which i know dosent help when people only see the model but i think this sort of highlights there might be more faults in the model then you can correct with a texture (the small hands, the mask etc).
Just a tip for you when your taking renders to help give a close rendition of what your character will look like in game and to accurately reproduce your texture, is to use play around with your antialising settings. I frequently use Catmull-Rom Antialising Filter with no filter maps, leave the super samplers on though for normal maps - You can tweak these settings in the 'renderer' tab in max 7.5.
Give it a crack youll find that exactly as Moony says - the texture looks quite blurry on the model, but on the sheet its actually quite sharp and gritty you should be able to clear alot of that away by changing the default max area filters.
thanks palantir. I had a quick go using a biped for rigging (is this character studio? or is that something like an add-on or plugin?) but couldnt figure out how to tweak the skeletion so it would align properly inside the mehs.
Moonunit, yeah for sure. I think the boots are a result of not planning out the concept before starting!
Haz, you posted when I was replying! Thanks for tip, I gonna try it out :)
Edit: just tried it, looking heaps better-
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_final2_new.jpg[/i…]
Hey Makk, when using CS for rigging and you want to edit the skeleton you have to enter figure mode first by selecting the biped, going to the motion panel, then clicking the figure mode button which should be a big button with a figure on it (suprise!). Then you go about scaling and moving your skeleton to fit your mesh and once that's finished exit figure mode by clicking the button again. Then of course you've got to move onto skinning...
? which is reasonably easy with the physique modifier. Once you?ve adjusted the biped to approximate the proportions of your mesh, add the Physique modifier to the mesh, then click on ?Attach to Node? which is the button of a figure with a + symbol on it, then pick Bip01, then in the initialise window that opens just leave the settings as default to begin with and click the initialise button.
So now you can grab any part of the biped and move it, and if all goes well the mesh will move with it. But then, inevitably, you?ll see the biped is leaving some verts behind and distorting the mesh.
So just undo the movement of the biped, select the mesh and under Physique select envelope (you might find this part easier with transparency turned on, by hitting Alt x). Now it?s just a matter of scaling and positioning the envelopes until it accurately grabs what it?s supposed to. This is basically a trial and error learning process like all things art, but with a little practice it?s not all that hard, and you?ll be setting up biped rigs in no time flat.
Of course then you?ve got to move onto posing and eventually animating?
Did some tweaking...
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_final3_tweaked.jp…]
[img]http://members.optusnet.com.au/~rowanfamily/dmfighter_face.jpg[/img]
Enlarged the ends of his hands, made his traps bigger and rounded and enlarged the sole of the boots. Also change the texture overlay on the mask and had a go at getting some more colour into the highlights and shadows of his flesh.
Now Im definitly calling this one done, Im so sick of looking at it!!
Thanks for the tips on rigging, I'll have to play around with it
For a deathmatch street-fighter he has puny girl hands! :P
Initially I thought it was a funny sort of concept, but upon reflection he would fit right into a 'Mad Max Thunderdome' sort of scene really well. Thanks for posting the texture map too, I'm looking at them through new eyes since the last 3d comp.