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Re: What are you working on? [Re: Otter] #384985
10/10/11 21:27
10/10/11 21:27
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Otter :
Awesome charcaters, great cartoon style and great details like the hat. I like a lot this Nintendo games feeling laugh

What is the game style ?

Re: What are you working on? [Re: Otter] #385021
10/11/11 18:00
10/11/11 18:00
Joined: Jun 2009
Posts: 258
behind this enternet window
zeusk Offline
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behind this enternet window
@otter very nice norwegian mario brothers? XD

Re: What are you working on? [Re: ratchet] #385028
10/11/11 19:32
10/11/11 19:32
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Originally Posted By: ratchet


Is his face really ugly enought now ?

ratchet, do yourself a favour, and get rid of the seam in the middle. Nobody accept a model ever that has a seam in the middle like an old puppet made of plastic.

Import it in blender, duplicate it without changing the coordinates, make a new uv-layout, and bake the texture of your model to the model with the new uv-layout. Twice, once for the color texture and once for the normalmap.

Second, learn the proportions of a face, copy the faces with the pencil, even the simple of the following examples:
drawing cartoony faces
drawing faces

Re: What are you working on? [Re: Pappenheimer] #385032
10/11/11 20:05
10/11/11 20:05
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
here another good example ratchet if you do decide to hone your face creation skills, andrew loomis has a great method. its something ive also been trying to improve recently, and it helps if you look at people and try to pick out the underlying bone structure of the skull and how the muscle stretches across it (easier to observe in real life while someone talks because you can see how it moves while it stretches)

Re: What are you working on? [Re: lostclimate] #385035
10/11/11 21:52
10/11/11 21:52
Joined: Apr 2008
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ratchet Offline OP
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ratchet  Offline OP
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Thanks !
For the seams, it's 3D coat baking, i'll try Blender solution.
But i made standard UV , it should work directly, But when 3D Coat re import the low poly model it makes the seams.

For the head proportions ?
I don't know but ib the real life all people have really really different heads, really.
Some have a big mouth , some other a bigger top head, anothers some really large head , some have little heads than body and some it's contrary like bigger head than body etc ... etc ...
Perhaps observe people of any age in real life ?
I don't see where the head is so wrong ?

Perhaps i'll follow this example :



Last edited by ratchet; 10/11/11 21:54.
Re: What are you working on? [Re: ratchet] #385037
10/11/11 22:08
10/11/11 22:08
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Its better to follow this sort of standard:
face drawing

Re: What are you working on? [Re: Pappenheimer] #385041
10/12/11 00:44
10/12/11 00:44
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
yes there are variances, but its like they vary from the standard. to know what is abnormal you have to know where the standard line is in the first place. i rarely use standard proportions anymore, but i start with the same base drawing for every one, and then i edit from there. i know it seems silly. i used to think the same thing, that i was just going for a "different style", but it really does help laugh

EDIT: www.youtube.com/watch?v=9BevsH0jOMA

that may help you laugh helped me a lot.

Last edited by lostclimate; 10/12/11 00:45.
Re: What are you working on? [Re: lostclimate] #385051
10/12/11 06:02
10/12/11 06:02
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI


btw... i hate how blender makes normalmaps not baked in blender look... stupid nonstandard z/b channel mapping.... mad

EDIT: screwed with some of the specular and normal settings and got something a lil more acceptable. also doesnt help that im still working on the model (shoulders are still high poly) and havent gotten to the spec map yet. also the guy himself is still pretty low detail diff.



Last edited by lostclimate; 10/12/11 06:09.
Re: What are you working on? [Re: lostclimate] #385074
10/12/11 11:57
10/12/11 11:57
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
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MrGuest  Offline
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M

Joined: Jul 2008
Posts: 1,178
England
I like him! laugh

Re: What are you working on? [Re: MrGuest] #385095
10/12/11 22:11
10/12/11 22:11
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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But again this is general head, it some some people havign eyes in the borders really :), or some having them near the noze and large head, really you should observe people of any age !
But thanks for the advices laugh

@losticmate :
I have two points , personnal taste like always :
-you should make some leather to support the armor parts, they look like they are just posed or floating over the model , or i'm wrong ?
- He seems to smile, it is a monster or not, perhaps make the mouth more angry ? (just some normal map and color repainting ?)

Anyway really good model, it is for an A8 game ?




Last edited by ratchet; 10/12/11 22:14.
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