View Full Version : Pinhead
Dan-3DT
21-05-2003, 07:46 PM
1122 polys...
Dan-3DT
21-05-2003, 07:47 PM
map
Dan-3DT
21-05-2003, 07:49 PM
:D
Dan-3DT
21-05-2003, 07:51 PM
:(
Dan-3DT
21-05-2003, 07:53 PM
:o
Dan-3DT
21-05-2003, 07:54 PM
:p
Vitor
21-05-2003, 08:56 PM
Looks great. :D
Can we see a wireframe or a untextured version ?
Dan-3DT
21-05-2003, 09:12 PM
:D
SniperMaster
22-05-2003, 04:01 PM
ooooch thats GOTTA hurt lol
Mike-3DT
22-05-2003, 10:12 PM
Hey Dan.
Looking good but I have a few crits if thats ok.
Firstly, the head looks a little thin from the front. Second the wrists & hands are too small going from the size of the arms, or else the arms are too large. The arms could do with a little more definition, especially around the elbow joint - it should get thinner there.
Next, the mapping - is that all one sheet? if so there's a lot of black (blank) space so some parts could have been scaled up to use more up.
Secondly, you have some pretty bad stretchin & warping due to the UV's, most notably the head. The head is a complete swine to map though if it's any consolation. One way involves splitting it into the constituant planes, (sides, front, top,) & then rotating them 90 degrees & welding them together. That would eliminate the problem at the top of the head.
I'd say you either need to tweak some UV's (definately in areas where the lines (cut's) aren't straight,) or else move some of the pins to make sure they line up where the lines cross.
All in all nice work though bud. :D
Dan-3DT
23-05-2003, 02:05 PM
Hey Mike thanks. I won't be doing any tweaking as this was an exercise to improve my skills and learn how to do this. My next model will be 10 times better. As this is better then my last. I will take your suggestions with me to the next model...thanks
Dan-3DT
23-05-2003, 02:10 PM
I'd say you either need to tweak some UV's (definately in areas where the lines (cut's) aren't straight,)
By the way this doesn't occur do to stretching, but more so because of the map I did take a look...the lines follow his contours of his face...none the less I really rushed the map as it was more of a learning exp. then a final product
Mike-3DT
23-05-2003, 11:38 PM
Hey Dan. Yeah I know what you mean. It's a great model & each one I see has improved on the last - as artists it's all we can hope to do, improve on what we did before so props there bud.
As far as the cut lines are concerned - boy did you pick one of the hardest things to map for realtime use. Straight lines, especially a grid like that is a nightmare to do so you did a great job. From a purely mapping point of view, it might have been better not to paint the contours in, instead just painting a regular grid & let the model contours do the job but I'm not really sure. I keep thinking about it & I'm not sure which I'd go for - you can guarentee a headache either way. The face is nicely painted though - I particularly like the attention to detail - the underlighting on the eyes, highlighting shadowed areas & giving it the scary underlit feel without looking too "torch under chin" which is difficult to pull off.
Can't wait to see the next one. :D
Dan-3DT
27-05-2003, 02:35 PM
Thanks again Mike. Ya the painting of the textures I had a great time doing...I wouldn't mind becoming a texture artist at all. Eitherway I got a lot of improving to do before I get some portfolio work together. I am just tired of the current industry I am in and I really want to get into the gaming industry (Ya who doesn't) I feel I am strong in concepts and ok with high polygon modeling and animation, but I lack in Low-poly modeling...My next model I am going to up the poly count considerably and really take my time on it. Still working out a concept though...
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.