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    future Trunks

    As X-boy said, the forehead is too long/big, also, his forearms...even for dbz proportions are way WAY too short, they look to be about the size of his hand, when I'm pretty sure the typical forearm is a bit longer than our bicep area. To a lesser extent the legs/thighs have the same...
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    What modeling program do you use?

    XSI, awesome modeling tools.
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    Textured Sesshoumaru

    Thanks I'll give it a try and post the results later.
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    Textured Sesshoumaru

    Ya, I unwrapped and textured Sesshoumaru. Its 1 1024x1024 for everything but the fur, and 1 256x256 for the fur. Anyways, heres the pics of the finished (barring no corrections) Sesshoumaru: shot 1 shot 2 shot 3 shot 4 shot 5 Crits/comments?
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    Finished Sesshoumaru

    Anyways, heres some pics of the adjusted Sesshoumaru. Tweaked the sleeves, made them bigger and they're hanging down now, head was adjusted a bit, and added a row of edges by the elbow to fix how it should deform. The pics: shot 1 shot 2 shot 3 shot 4 Crits and comments? Want...
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    Finished Sesshoumaru

    Is it the model itself, or is it the way I render? Any tips?
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    Finished Sesshoumaru

    Here he is, the finished Sesshoumaru. Only 3203 triangles. I need comments and critiques :) Anything at all you think would improve him, thanks in advance...and before I forget, the pics :) : 3/4 shot 1 Front shot 3/4 shot 2 Back shot Wireframe
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    OMG! TryForce Done some unksinned models!

    The 2nd guy, his feet seem too uniform, they're just a straight tube'ish shape. Maybe make them a bit more foot shaped. How come they're not flat on the ground and he's kinda floating there? Is there a reason for that? Could you show the reference you used for that model? His abs seem oddly...
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    OMG! TryForce Done some unksinned models!

    Could you post wire frame shots and triangle counts?
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    Inuyasha model

    Ya he's going to be skinned, just gotta lay out the uv's (ugh...worst part of any model) :)
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    Sesshoumaru WIP

    Heres the Sesshoumaru I'm working on currently for Inumod. 2173 triangles currently, with just the head/hair to add. 3/4 shot 1 3/4 shot 2 front shot wire shot Crits/comments are welcome, thanks in advance.
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    Inuyasha model

    Okay did some work on him, took out a TON of triangles, and he's pretty much unchanged visually, and should still deform the same. Was 6182 triangles and he's down to 5322. 3/4 shot 3/4 wire shot wire shot 2 wire shot 3
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    Inuyasha model

    Okay I have a hideously high triangle count...6182...I dunno where I should reduce it...my knowledge for deformations comes from high poly stuff. Could you point me towards some good reference of a nice layout for good deformations? Perhaps take a look at my wireframe shots, suggest some fixes...
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    Inuyasha model

    Okay so whats a good triangle count for a multiplayer character? I heard 4000 polygons was a pretty good limit...but if polygons doesn't matter...*is confused*
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    Inuyasha model

    Also got a question, in XSI, I have a triangle count of 6000'ish, and a poly count of 3200'ish, which do I use? And why does it change the poly count to the triangle count when I triangulate the whole thing? Very confusing...
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    Preferred Modelling Programs?

    For modeling, I think XSI has the best tools I've used thus far. Really really good stuff.
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    Inuyasha model

    Ya I'm primarily a high poly modeler, this is my first gaming model heh. How would I do the edge loops better to make the legs deform well? Doesn't smoothing models increase their polycount? Also, where should I make the hair fuller/bigger? Oh yeah, are you sure about the hands? heres one of...
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    Inuyasha model

    Hey need some critiques on how to make this better, poly count is 3431. The necklace adds about 700...face is a decent chunk and should be able to deform pretty well for a game model. head wireframe full body wire side front 3/4 hand detail (sleeve pulled back) hand shot 2
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