Well I finally finished thses guys for my portfolio the other day.
Pretty happy with how they turned out, I have a few things I've learnt to do better for next time too which is always good.
Although I went way over the Sumea comp limit I have a optimised version of 3999 polygons for Weaver that I'm entering in the CGtalk game icon comp so he'll at least get to mix it up somewhere lol.
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WEAVER: 4013 polygons (including staff)
1 x 1024 x 1024 texture for weaver(alpha and some photosourcing)
1 x 256 x 256 texture for staff(alpha used)
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[img]http://www.inkmancomic.com/dean/WIP/weaverpose01.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose03.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose04.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose05.jpg[/img]
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GLUD: 3813 polygons
1 x 1024 x 1024 texture (alpha and a 'little' photosourcing)
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[img]http://www.inkmancomic.com/dean/WIP/beastpose01.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/beastpose02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverandbeast01.jpg[/img]
Brain: Flattery will get you everywhere lol. glad you like it man.
Pants: thanks mate, hes meant to be a nomadic loner merchant come hero, pretty much your typical accidental antihero kinda stoof, true about the beast, lazy lighting is me. Why are shadows so dark with max's default lights?
Pointy: you rock buddy. [:P]
Damn cool, I love it. Just one thing the texture size look a little funny. I know it is in side the comp out lined, but because of the size of your beast, and the small character the two look like they wouldn't be in the same game. Because of the higher res of the rider. Maybe you can get some of the object from the steed and add them to the characters map to give them both about the same texture res. Could work, but i think it is out side the out lines of the comp.
Because you were to use One map of each, not one and a half for one and a half one for the other. I was going to add the sword and shot gun to my characters map which would have fit in side the out line of the comp, and help the res problem of having a big steed. Because they could be called apart of the character. which I was thinking about in the design of my model. Which I think you may have over looked, in the design of yours.
cool stuff to, would have like to seen the winner out of you and chris.
I didn't actually overlook the difference in size, its quite obvious lol.
It just wasn't going into a game engine so I thought what the hell used what was given in the comp then I went over the limit and just kept it because hey it looks better and Im entering the model in another comp without the beast.
For ingame work I would compress the riders map size to 512 and keep the beast at 1024, or maybe even 256 and 512 if it was for consoles etc.
The riders map is easily compressed with relitively little lose in detail.
very nice work malus.... [:)] i dunno crap about games modelling as much as u guys, that was the second low poly model i have ever built i think i need advice from a QANTM teacher and u too DOORD.... [:D] oh yeah Malus why not give it a kool GI light ? cause ur renders seem a bit dark and also pants' renders, i dunno just a thought maybe im wrong ? [:)]
Chris:
I was rendering it with GI lighting but it was taking too long lol, wanted to pimp it hehe.
As for the images being dark, its wierd they're too dark for you, too light for my friend and great on my system so I guess its just different monitors.
BTW I have a 21" sony trinitron flat screen set to adobe colour specifications so I'm pretty sure my colours are quite accurate but you never know i guess.[:P]
For your second model it was great stuff, just needed a little optimising etc and a bit more time on the texture I thought, great character design though man.
Not that you need it but if you want just send us an email with any questions and I'll be sure to try help with what I can.
quote:Originally posted by Malus
Anyone got a link to a monitor colour setup thingy whatsit? This dark images comment happens alot to me when I post and I want to make sure once and for all its not the screen I shelled out 1200 clams for!!
[url="http://www.werbefoto.at/d_base/calibration.htm"]Calibrate your monitor[/url]
hehehe yeah i went to work and had a look at ur stuff malus it was dark [:)] all our monitors are calibrated as true RGB and some are calibrated at CMYK and are sony monitors too, even mine at home is a mitsubishi 22 inch and still came out dark [:)] i think thats why u mentioned my colours are burning on my texture sheet ? but yeah try to calibrate ur monitor if it needs one you dont wanna get colours wrong [:)]
Just recalibrated and it was pefect already, wierdness going on.
All the monitors here seem to show it fine also and they are calibrated both rgb and cmyk on different machines.
Argh my minds hurting about this one.
BTW, If my monitor is set lighter than yours your textures would look lighter to me not burnt. [:P]
[:)] yeah dats some crazy stuff hehehe oh wells everyone has different monitor settings just can't tell which is a true image colour [:D]
Also i wish had more time on my hands as well... cause i didn't get to optimise me steed and also tidy up the texture, im stuk wif a lot of projects which pretty much suxors and fun at the same time [:p]
Chris: Know what you mean, Ive got a few things on the go at the moment, still have to upload my new website which has been sitting there for the past month lol.
Also been pretty slack the last 2 weeks, had some freelance stoof I had to do and work of course(shameless excuses bah).
Want comp 4 to hurry up, otherwise I'll get to caught up in personal stuff to enter.
redwyre: yeah it is unlit, well self lit. [:P]
Lazy bugger hey.
No idea what gamma setting you should have man.
Thx for the comment too.
This looks great Malus! I love the little guy especially.
You have a very vibrant and smooth texturing style. It's just a suggestion, but I think those textures would look even better if you added shadows and specular highlights to them. They seem a little flat at the moment. Like they have diffuse lighting, but no specular or shadows. Ofcourse it really comes down to the style of that you are trying to achieve. I guess what I'm getting at is more the quake3 style of texturing.
Dazking has a good tut on this approach at this site [url]http://www.planetquake.com/polycount/cottages/kingscastle/tute_1.htm[/u…]
Please don't take this as criticism, I really like what you've done! It's very indicative of the style you see in a lot of platformer games. Spyro the dragon comes to mind... but it might just be the purple. Anyway, it's just an idea as to how you could develop your mad skillz :)
Thanks Ionized, agree with the lighting call, but its actually washed out because of the self illuminated texture, got lazy and didn't light it properly. [:(] The actual texture is alot better when lit right.
I have that tut on my drive, I'm an absolute whore for trying to steal everyones skills and techniques boo ha ha, if only I could get Bobo the Seals brain for a day!
I'm glad you think it looks a guy from a platformer game, that was sort of my intention, Final fantasy-esque rpg but with cutesy characters.
That... is feggin' awesome! Really gave those concepts life dude!