I'm in for sure, and ready as ever to pull my hair out ;)
Normal mapping should be an interesting challenge.
I've decided to go with this character. Over 50% of his body is hideously burnt beyond repair. I'll probably add bloody bandages into the design, and I also want to experiment with different kinds of armour on the upper body.
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Finished the high poly model today. Too bad time is up.
Name: Gorenoes
High Poly
Low Poly
Original Concept
turkeyplague2006-10-01 07:37:26
Here is the model I've been working on. I made the poly budget by 2 whole tiangles :)
This guy is definately a Mortal Kombat character. I'm still debating over what weapon to give him. At the moment I've decided to give him a mace with skulls attached to it and a shield instead of the halberd. There are some things I'll go back and play around with but this is basically how the model will look.
[IMG]http://i24.photobucket.com/albums/c35/nightmareturkey/screeny02.jpg[/IMG]
[IMG]http://i24.photobucket.com/albums/c35/nightmareturkey/screeny01.jpg[/IMG]
[IMG]http://i24.photobucket.com/albums/c35/nightmareturkey/hands.jpg[/IMG]
ok, well I've managed to shave 400 poly's off the hands. I would rather not cut any more out though. Normal mapping seems to be really fussy about sharp corners.
hey turkeyplague, its cool to see some modelling getting done, nice work.
i agree with PeterDavis. you should rethink the poly distrubution, why so many polies on the inside of the hand? why 3 edge loops on the inside of each joint? i think those polies could be better spent elsewhere, the shoulder armor in particular looks pretty low poly in silhouette
interesting idea, im allways one for gory characters :P You would assume there would be some cover over the wounds atleast to some extent though yeah.