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Old 01-07-2011, 03:59 AM   #16
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What I had planned for the cross is two huge pieces of metal affixed to his shoulder plates, but I may add chains as well. Thanks for the feedback!
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Old 01-07-2011, 10:34 PM   #17
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Just testing out some color schemes...no texturing or anything, just Zbrush materials. What do you guys think?
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Old 01-07-2011, 10:53 PM   #18
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Think the weapon arms should go more with the overall rounded aspect and geometry. The rest is flawless.
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Old 01-07-2011, 11:36 PM   #19
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Thanks a lot! I was actually comsidering redesigning the guns, but now I will for sure. Concepts up soon.
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Old 03-07-2011, 02:58 AM   #20
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I decided to change the weapon arms to have two different types of guns, and detailed them both. Still experimenting with colors....thinking red on black but I haven't decided yet.
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Old 03-07-2011, 08:13 AM   #21
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The new weapons are really better, this model is great.
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Old 03-07-2011, 03:55 PM   #22
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Thanks! More updates soon.
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Old 07-07-2011, 04:33 PM   #23
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I really like where you're going with this, but if it's not too late I would suggest changing the legs. They seem really clunky and make the silhouette look awkward, like he's a skinny guy with abnormally large hips.

They would work well if you slimmed them down a bit.

Otherwise, the technique and style is excellent. The big arms work because it creates this sort of gorilla-like shape to him.
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Old 07-07-2011, 04:42 PM   #24
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Thanks for the input, I'll see what I can do about the legs. Good luck on yours, too!
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Old 07-07-2011, 08:24 PM   #25
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Been workin' on the low poly....my least favorite part.
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Old 11-07-2011, 11:40 PM   #26
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Low poly with Normal map, rendered in Marmoset.
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Old 14-07-2011, 12:02 PM   #27
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I think there are alot of places where you aren't using the polygons to their full potential. If I had to guess I would say this character is maybe... 6k tris under budget?

In my opinion, you should be doing everything you can to meet the budget (since it is so high) even if it means pushing the characters tri count to 14,999. There are several areas that could be enhanced with more geometry. The parts that really stand out are the mechanical shapes on his left gun-arm. There are a bunch of circles and divots and mechanical markings on the gun that feel totally flat because of the lack of geometry. The same issue is happening on the feet as well (in the rounded protrusions). And again on the feet, the large spikes on the underside are not being supported by enough geometry.

Lastly the drape over the legs seems unnecessarily angular. It could use two or three more edge loops to smooth that out.

I hope you don't find this overly critical. There's a lot of great things about this character and I think you'll be able to bring out the best in it with just a few geometry changes here and there to make it more dimensional. Hope this helps you! Good luck
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Old 14-07-2011, 03:18 PM   #28
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Haha I only wish my character were 6k tris under budget, it's at about 14,897 right now. But I understand what you're saying and will move some tris around. Thanks for the constructive critisicm!
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Old 16-07-2011, 03:11 AM   #29
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Here is the beginning of my texturing....just figured out alpha maps! Hoorah!
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Old 19-07-2011, 04:00 PM   #30
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Hey wow, that texturing job looks epic. It really helps the character along.

Also, I know you just figured out alphas, but look into reflection maps also. It took me forever to realize, but reflection is sooooo sooo important for selling metal materials. Even if its only there the barest bit, it makes a world of difference.

Looking good, keep it up!
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