View Full Version : Wizzo Man - Megaman Villain Challenge
06-10-2005, 10:03 PM
Concept, got the idea from yu-gi-oh :lurve:
I added from extra polys on the butt and changed the eye shape to look more evil, poly count is now at 2486, I'll see if I could add a cape at some point this week :)
07-10-2005, 12:12 AM
you got a heavy amount of polygons in the face you planing some facial animation
07-10-2005, 01:54 AM
Good to see you got Fred his own thread: )
So I take it your about ready to unwrap him up : )
Keep the updates coming.
07-10-2005, 09:58 PM
I wasn't planning on facial animation but I think I could do some for learning purposes. Before I unwrap I want to test rig this guy with bones, I only used bones in the tutorial with max once so I better crack on with it :o
Here is the cape, not the best but looks ok :)
24-10-2005, 03:45 AM
Here's a screenshot of the UVs with flat colours, am pretty much finished the texturing but having problems with the CS biped, it won't initialise (yellow lines don't show) even when I create a new biped.
25-10-2005, 11:54 AM
Glad to see someone keeping this section alive : )
Looks like you got a well layed out Map : ) I need to get to texturing mine: ) But been so backed up with work and all : ) Hope I can get it done by this weekend: )
Keep up the solid work. Dave: )
31-10-2005, 08:27 PM
After quite few long hours of rigging finally manage to get some poses and put it together into Photoshop :)
Edited: Added a toon shader style render, I did this before texturing my model :o
31-10-2005, 09:01 PM
Wizzo Man turned out pretty Awsome Man: ) Nice texture job fo sho: ) Very cool little dude: )
02-11-2005, 07:24 AM
Looks nice... when you say polygons you're counting quads, aren't you? Usually polycounts for game characters are measured in tris which would almost double your polycount.
02-11-2005, 07:18 PM
I use 3ds max's poly counter and usually measure in polygons, the triangle count would have been 5000 it's just my perference at the time.
03-11-2005, 03:25 AM
Nah, I think you would have come in at a little bit under 5000 triangles. Your tricount is only double the polycount if your mesh is all quads. It's not a big deal, but I would use the tricount from now on just so you know exactly where you're at.
And nice work, you churned this guy out pretty quickly. :smug:
05-11-2005, 06:34 PM
Zcubed thanks for pointing that out I was going through a max tut and checked out the tri and poly count isn't exactly double, good to know now :)
Thanks for the comments everyone :)
06-11-2005, 06:23 AM
Very awesome character. You did a great job with texturing. I honestly like it a lot. Keep up the good work!
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.