View Full Version : Tongeert - Battle Chess
26-06-2011, 05:59 PM
I'll see if I can do something. My idea was something with a bishop.
01-07-2011, 02:49 PM
First update, I've created a head for my character.
03-07-2011, 02:23 PM
I made the first part of the under layer of the suit. The textures are not final.
03-07-2011, 03:53 PM
Looking good, the face does look a little flat though. Keep it up!
04-07-2011, 10:44 AM
About the second image. Does anyone know why it looks like that?
04-07-2011, 01:53 PM
Found it. I had to unwrap the uvw first. A new update again. Only the hat, hands en maybe some hair, and then some work on the polycount.
04-07-2011, 02:36 PM
Made the hat.
04-07-2011, 03:10 PM
I think the hat should sit a little lower on the head, and the collar of the robe should be pushed around to match the curve of the neck, but other than that it's looking good.
Edit: Where are the ears!? I just noticed that they weren't there. If you're going for a human, you should probably add those :haha:
04-07-2011, 09:04 PM
Deleted more than 40000 tris and did something to the neck thing.
05-07-2011, 10:11 AM
And again deleted some more tris and made the ears.
05-07-2011, 10:12 AM
Does anyone have any idea how to make a beard without using too much tris?
05-07-2011, 11:01 AM
Hii i m new in this forum ........really its awesome ...thanks for sharing...
05-07-2011, 01:56 PM
Is there a reason you are so worried about tris? Because 15,000 is a pretty high limit, so if you're close to that already, you may want to consider trying to fix that. Can you post some wireframes?
05-07-2011, 02:25 PM
I had an extreme high amount of tris but I brought it back to 8000 tris. But here are my wires.
05-07-2011, 02:53 PM
Those are pretty clean wires....but you still got 7,000 tris to go! Do some crazy stuff! And about the beard...alpha cards is, in my opinion, the best approach to hair.
05-07-2011, 03:19 PM
Alpha cards or simply extrude the jaw line a couple times and sculpt it in Z.
It really depends on the look your going for. Based on the look you have at the moment I'd go with the extrusion method over the cards.
You have some unnecessary edges on the collar that could be removed with little to no change to the shape.
05-07-2011, 08:50 PM
I noticed the edges on the collar too, I deleted them.
Also I changed something on the collar and added a necklace.
05-07-2011, 08:52 PM
@Kaiune3D - What do you mean with sculpt it in Z?
05-07-2011, 09:00 PM
05-07-2011, 09:02 PM
I've never used Zbrush. :S
06-07-2011, 12:41 PM
If you're starting out sculpting, I recommend Mudbox (http://usa.autodesk.com/adsk/servlet/download/item?id=13571415&siteID=123112).
06-07-2011, 02:42 PM
Did some work on the materials, made the hands and a staff.
06-07-2011, 08:29 PM
Tweaked a bit on the materials
i dunno man, it needs more angels! ;P
looking good btw!
07-07-2011, 01:41 PM
Or maybe something like this?
07-07-2011, 01:49 PM
You're missing the favourite thing of many catholic bishops...
In the words of Christopher Hitchens "No childs behind left"
07-07-2011, 02:04 PM
07-07-2011, 05:42 PM
In answer to your earlier question, the best way to do a beard (as someone suggested) is with using hair planes. You can make a really nice beard with less than 2k tris (depending on length of course). And with such a massive limit as they've allowed for this, you'll have no problem fitting it in.
Also, a good way to make the character a bit more chess-like might be to give him a bishop hat as typically used in a chess piece.
Lookin good so far, hope this helps
08-07-2011, 12:29 AM
I'd say 2K is over the top for the beard, especially if you're suggesting overlapping planes, which is very expensive to render.
I'd model it in, as though it were solid, then use a few planes to add some "fuzz" to it.
However if you're doing something more like styled facial hair, planes would be minimal, and bring it into the texture.
08-07-2011, 02:19 PM
My first try on the beard.
08-07-2011, 02:48 PM
rosarys can be pretty long. Id make them and the beard longer.
08-07-2011, 03:33 PM
I agree with what Kaiune said in both regards.
Also, what will help you to sell the beard is to use a little opacity here and there. You don't need to go over board, but just little bits will help it seem like a real beard, rather than a fake-santa-clause beard or something. Also, putting a bit of stubble texture onto the face will help to sell the idea that the beard and the character are connected.
Looking good overall, the style is very consistent which is good.
Hope this helps!
08-07-2011, 08:02 PM
Made the beard longer and added some opacity.
08-07-2011, 08:27 PM
I've tried to add some stubbles but they are barely visible
08-07-2011, 08:28 PM
Tomorrow morning I'm going on holiday for two weeks so there aren't coming any updates for two weeks.
23-07-2011, 06:28 PM
Allright, back to bussiness! What do you guys think so far?
24-07-2011, 12:59 PM
I think you should try to find a pose you like and then get started on a base, if you wat one ofc... :)
29-07-2011, 06:02 PM
I don't really know what is meant with pedestal, is it something like this or is it only floor?
29-07-2011, 06:34 PM
Usually it is just a floor part, to better emphasize your model. I think the bigger the pedestal the smaller your model, you know what I mean? The pedestal should only support your model and not steal the attention.
29-07-2011, 08:24 PM
Allright, then I think I'll only do a pose.
31-07-2011, 07:20 AM
Well I tried a lot but I can't get a good pose for the character, I can't even get the bones stuff good, so I think I should practice that another time.
31-07-2011, 08:46 AM
Allright I rendered the textures, I know the uvw looks very bad but that's also something I need to practice.
31-07-2011, 08:47 AM
order is: diffuse, normal, specular
31-07-2011, 11:54 AM
is there a mesh smooth or something like that applied to your model. If so, remove it.
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