here's my WIP of kurt's ninja tutorial. i modified the face a bit to reflect a more angry face. i also took some liberties with the modeling process by not really following every step vertex per vertex, in order for me to get the flow on my own pretty much based on kurt's fundamentals. although i do have to admit my wires are miles from being as complex or as intricate as his.
thanks kurt. having a blast with your tutorial. your techniques are pure genius!
thanks you guys. hope to add the lower limbs soon.
dae, sorry i forgot to credit you for adopting the color tone of your test renders for the character body in your space opera WIP. the grayish-goldish colors just really looked nice, prompting me to use them.
i plan on redoing the face quite a bit to suit my preference. another thing is that i plan to keep this low poly, unsmoothed, for the reason that my pc can't handle working with really complex models. in my case, maya slows down big time when i convert that model to sub-d's, so i can't really go high-res on this thing. everything then will be as low poly as possible, most probably under 9000 polys, to give it a game engine feel.
but hey, if metal gear solid 3 and final fantasy xii can dish out cinematic cutscenes using engine-powered graphics, then i'm not complaining.
here's a the body, pretty much finished. i decided to try to model the thigh and attach it to the body for practice. the lower leg i plan to texture as a boot since i plan to instead have this guy wearing some sort of a body suit with some loose garments over it.
here's a shot of the body, in sub-d's:
and a shot of the back, also in sub-d's:
as i've posted here before, working with this guy in sub-d form really is a pain (my pc starts to run real slow). so i plan to optimize him for a game model. how do i do this? right now, he's pushing around 11000 tri's, which is way over the limit.
btw, would kurt's frog texturing tutorial be appropriate for learning to properly texture this guy, given that he's composed of so many polys?
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