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Old 28-08-2009, 04:49 PM   #1
Fabio Brasilien
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Hero 7236 tris

Hello,

I've made this character inspired in the Dominance War competition. I haven't made anything for DW main competition, but I decided to try something like it. Next year I gonna try!
This character was made using 3dsmax, zbrush and photoshop.

Rendered with scanline using the following maps:

1 x 2048 Color Map
1 x 2048 Reflection Map
1 x 2048 Specular/ Glossiness/ Bump Map
1 x 2048 Specular Color Map
1 x 2048 Normal Map
1 x 1024 Opacity(transparency) Map -> Channel 2
1 x 512 Glow map

I apreciate any feedback regards modeling, texturing, colors, light...anything.
I still have to do the assets and make the final composition...

Thanks
Fabio
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Old 28-08-2009, 08:17 PM   #2
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that really looks nice, but the low poly is really noticeable on the top of the head, you decided to add individual foot fingers, so I think some additional loops on the top of the head wont hurt, and would be more coherent with the overall shape.
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Old 28-08-2009, 09:18 PM   #3
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yup, what he said *points up*

looks really cool tho
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Old 28-08-2009, 11:06 PM   #4
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Hate to repeat what the others have said, but the model looks more like it's 3000 than 7000+ tris. You have a huge amount of wasted poly in the fingers which would be much better off used elsewhere.
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Old 29-08-2009, 02:55 PM   #5
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you could try using relax on the top of the head
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Old 29-08-2009, 03:01 PM   #6
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Relax might help a little, but redistributing the polys would have a much larger impact
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Old 29-08-2009, 04:06 PM   #7
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indeed. an extra loop on top would make his head a lot smoother. you have a lot of redundant loops in the fingers and the toes are not really needed. you could make a simpler foot and with normals still keep the same look.
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Old 30-08-2009, 06:18 PM   #8
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Thanks everyone, I gonna work on those polys on the head and redistribute some unecessary ones...
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Old 30-08-2009, 06:26 PM   #9
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gl dude
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Old 31-08-2009, 03:21 AM   #10
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Hello,

I've made some modifications as suggested. The polycount has improved. I reduced the amount of polys in the feet and increased at the head. Some unecessary geometry was also removed...
I hope looks better now...

Fabio
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Old 31-08-2009, 12:27 PM   #11
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looking much better.

if you want to check the silhoutte on your model, to see if its as smooth as you want it to be, you can make a material thats all black, then turn up the self illumination to 100%. all you will see is the blackform of the model. any problems with the flow of it, should be easy to see.

gl with fixing the unwrap again.
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Old 03-09-2009, 12:19 AM   #12
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cool model , that index finger. it stands out to me. its way too long, like ET. everything else seems 100s to me great work
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Old 03-09-2009, 04:31 PM   #13
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You probably could have normal mapped the strap around him onto his body... It is a fairly flat detail. And the rim around the first strap of the sandle boot thingy could be taken out. I really couldn't even tell that there was a rim there at first. Just saving you polys man. :P

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Old 10-09-2009, 11:20 AM   #14
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Really impresses me how so many modellers are able to join the head to the torso with the minimum amount of triangles around the neck area. Something I'm gonna have to work on. Nice work!!
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Old 10-09-2009, 04:25 PM   #15
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chojin you should try making the body from the neck instead of stopping at the neck
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