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Old 07-04-2009, 02:09 PM   #31
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he has no chest, give him some. right now it seems that he has a 13 yr old boy body. make him manly. also his legs come to short. the length of his feet after the knee to his foot seems short. compare the length of your guy with a reference pic and see where the length is causing the issue. you have armor on him that is hiding his body shapes and length so that could be the issue too. also you got good armor detailing going on then you slacked off on the thigh armor. fix that armor, usually the samurai armor doesnt come in one piece on the thigh its tied together shingle type armor. kinda like what you have around the waist.
good concept and design so far, i want to see the turtle get shaped as well. also keep in mind that the bigger the turtle the more space he will take on the texture sheet. that means your turtle or your character will have to give up quality in textures depending on who takes the hit. so plan accordingly.
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Old 08-04-2009, 01:14 PM   #32
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Thanks for comment.
His knees are not where the armour finishes, you can see it in picture below, I hope it will be less confusing when I pose him with legs bended, render still lacks stitches, his thigh armour will be stiched together, I know it looks like single piece now.
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Old 23-04-2009, 01:37 PM   #33
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I've been traveling for last week, so lost some time. Here is update, played with normals a bit. This is low poly with ambient oacclusion, some parts are not maped yet.
All comments welcome
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Old 24-04-2009, 08:18 AM   #34
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I fixed proportions, could please anyone give feedback, so I don't have to rebuild UVW's for 3rd time.
I also have a question - after I welded model back, all uwv's but head got distorted preserve UVW's was on. Why is that?
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Old 24-04-2009, 01:32 PM   #35
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Proportions: The arms still look long, but that could just be the angle your showing. Are you still using a ref image on an image plane to get the proportions, or just eye balling it.


as far as uv's go, if your using Max, after you unwrap your character, if you need to change anything on the mesh, what you need to do first is collapse the modifier stack. Simple put, convert your editable poly, into an editale poly, again. This will save all uv data to the mesh, then you wont have to re-unwrap it.
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Old 27-04-2009, 11:51 AM   #36
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Thank you big,
One more update, I finaly decided to make my pictures in T pose and made him after me. So here is last proportions update, please let me know if you have any comments.
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Old 27-04-2009, 11:55 AM   #37
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The proportions on the arms look MUCH better. Now I think the legs could stand to be a slight bit longer, just a foot's height more. Not very much at all and then looks like your in business. I think you did an exceptionaly good job with the armour. Its tough to make isnt it?

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Old 28-04-2009, 11:14 AM   #38
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Head with normalmap and ambient occlusion, I tried xnormal for the first time.
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Old 01-05-2009, 04:45 PM   #39
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New update, lowpoly Desumachi with normals, and UVW's of him and giant Turtle. Comments welcome
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Old 01-05-2009, 06:51 PM   #40
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I'm not a specialist on 3D... so I just can say that the outcome looks ok so far (not sure about the folds on the arms and the face, but the armor looks good in my opinion).

The unwrapped mesh looks as if it could need some touchup to get everything well proportioned. But as everything is working with this unwrap, I guess it's ok, too.
(looking at the 3D-gods online here, who should be able to give a more qualified response to you)
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Old 02-05-2009, 06:33 AM   #41
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looks like the gods of 3d decided to keep quiet I will try to fix, head, it lost some details and it didn't come out as I want. weapons still need normals, then texturing...
I will leave tortoise for the end, just in case I don't make everything on time.
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Old 04-05-2009, 06:20 PM   #42
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Low poly pdate. Still working on textures, but that's all for today.
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Old 04-05-2009, 07:37 PM   #43
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Textures are coming out nicely man. Keep it going.
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Old 04-05-2009, 07:41 PM   #44
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I agree! Looks pretty good. A little more dirt, scratches and such and it'll look really great in the end!
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Old 04-05-2009, 08:45 PM   #45
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Not bad. But so you know for future models you want to scale up your uvs even more, so they take up more of the uv space. Make them as large as possible so when you paint textures you get more detail. Your more detailed pieces should be even larger. Like usually on models people will scale up the uvs for a head on a character, because we want to put more detail on a head of character. If you look at the some of the best cg artists here you can get an idea what I am talking about. All and all you did a good job.
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