New Member
β
Black Lounger β
π» Oldtimer
this is the same characer that zeldalink is modelling,
before anyone accuses me of stealing his idea, I drew the concept he is using. in a manner of speaking its the other way around. (just have to twist the defnition of stealing to "letting him use it") =P.
im taking somewhat of a different approach with the model, whereas he is going for a typical ingame polycount of around 2500 (for most current engines anyways) IM trying to keep mine down under 1000.
why? I have no freaking idea but its working for me so far.
here is an older shot of the model, taken a few days ago. MOST of the model is still the same. I think all ive done with that mesh since then is move a few verts around on the back.
its deformability wont be that great, i can tell. but what i like about 3dsmax is the ability to add edges and the like without altering the skinmap. i plan to add a small row just under the knees and elbows to aid deformation. but that comes later.
ive UVmapped her too, and blocked out the details, and for the most part she maintains her shape very well.
heres a shot of that,
(probabaly a huge image, its hard for me to tell as i kinda have my desktop resolution set higher than most poeple)
**edit nvm photobucket resized it
im working on the head as we speak, but its a pain in the ass as its been so long since ive done this. makes it even more annoying that i have roughly 230 polys left for the face+hair combined. Im gonna have to be careful
heres a shot of that too, please note its still VERY WIP
http://i44.photobucket.com/albums/f47/Nuttzeh/nuttzyloveshead.jpg
before anyone accuses me of stealing his idea, I drew the concept he is using. in a manner of speaking its the other way around. (just have to twist the defnition of stealing to "letting him use it") =P.
im taking somewhat of a different approach with the model, whereas he is going for a typical ingame polycount of around 2500 (for most current engines anyways) IM trying to keep mine down under 1000.
why? I have no freaking idea but its working for me so far.
here is an older shot of the model, taken a few days ago. MOST of the model is still the same. I think all ive done with that mesh since then is move a few verts around on the back.
its deformability wont be that great, i can tell. but what i like about 3dsmax is the ability to add edges and the like without altering the skinmap. i plan to add a small row just under the knees and elbows to aid deformation. but that comes later.
ive UVmapped her too, and blocked out the details, and for the most part she maintains her shape very well.
heres a shot of that,
(probabaly a huge image, its hard for me to tell as i kinda have my desktop resolution set higher than most poeple)
**edit nvm photobucket resized it
im working on the head as we speak, but its a pain in the ass as its been so long since ive done this. makes it even more annoying that i have roughly 230 polys left for the face+hair combined. Im gonna have to be careful
heres a shot of that too, please note its still VERY WIP
http://i44.photobucket.com/albums/f47/Nuttzeh/nuttzyloveshead.jpg