

High poly face without the mask
Rain WIP
finished modeling, and first step of textures
Almost finished with textures Here


wouldent it b strange if u got decapitated by a flying hedgehog

I'm impressed, it's nice to see some actual modelling on here (I'll be learning soon, come September).

The 3D art, made me think you are still practising on making 3D models, I haven't got any experience on 3D modeling and I don't know the potential of that program you are using so I really can't comment on that.


WyattHarris.com Dig it
As you said WIP so I'll hold critiques. Really this is a great start. I don't see any non-planer polys or vertex pinching. The face is the hardest part of the whole model. You of course covered most of that with a mask.
I don't know if that version of 3D Studio supports nurbs (subdivision surfaces), if it does turn them on and have a look. I'm thinking this model will look incredible since right now you are only using smoothing of the polys.
Remeber, a good model is nice but the textures are what make and break the finished product.
Great work
Wyatt


By the way, have you tried that 'Greyscale' approach to your drawings in Photoshop I gave you a link to? I want to know if it's a good way to go if I ever want to put my stuff on this board...


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KVOOONNMMIIGCS
MK5.org Juggalo
Where is RandyCandy, ShawnM, UrbanSmooth and MickXII?
http://www.soldat.prv.pl/



I can make the model super detailed, like in the MKDA select screen but I'm making it for my Game Reel so I can get a job in a Video game company.
The game company "High Voltage" told me that they want to see some low polygon real time game models, so I have to keep the polygon count down.
I was making him super detailed at first, but I posted it on a professional 3D forum, and they told me to bring the polygon count down, way down.
I was thinking of doing the straps that are tight on him with texture maps, and bump maps.
I know 3D very well, it is one of my majors in my collage education, so I know how to fix everything. I just put two halves side by side real quick, to see what he would look like at this stage.
And no I haven't tried the shading, then CG coloring technique. I'm happy with the way I do it.
I added a link to a high poly head, with and without the mask. It is on my first post.
High poly face without the mask
This is the same link I added to the top.
It doesn't really fit the look of Rain, but that's because I was using the photos of some Hindu guy I found on the net. They were the best I could find.


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KVOOONNMMIIGCS
MK5.org Juggalo
Where is RandyCandy, ShawnM, UrbanSmooth and MickXII?
http://www.soldat.prv.pl/
Edit: Hey Bleed, where and how did you learn to draw so damn good?

The American Academy of Art.
By the way, I'm working on a costume for Ermac. I was wondering what you guys think about giving him a long robe, like Rayden's second costume.
The bottom of the outfit is big like Rayden's, and the top is similar to the Regular MK ninja top.
I want him to look like a master, the leader of a clan. And I don't want to put any armor on him. I want to keep him more traditional / Old school.
What do you think?

On the Ermac question: I would like too see some sketches before giving any coment,
But do give Ermac white eyes(or at least not the normal human eyes), because I don't believe he is human(see MKT background story),


WyattHarris.com Dig it
Beyond that, yeah everything should be done with textures. Avoid procedurals at all costs. There is usually a large amount of memory available for textures but high poly counts will kill frame rates.
I was working on a lizard man character for a game and I think I may have used 2% of the available memory for textures because I kept them really small. It looked great but I had to redesign the character becuase the poly-count was crushing the frame rates.
Like I said this was 5 years ago so 500 polys was way to high.
What's really cool is with certain engines like the Serious engine that allows for Mip-Maps. Each character can have 5-7 levels of detail from 1000 polys to 35 polys. If you've played Serious Sam then you know what I mean, some of the levels easily have 100 enemies on the screen at once.
Well, I'm rambling, you might want to create multiple detail levels for your character. It'll show even more ability especially if you achieve good results at low levels.
Blahdidy, blah blah blah
Wyatt

Update
I finished modeling him, and started texturing. So far I finished the sword, but I just barely started to texture Rain, so all I have are flat base colors.
I will have him done some time today, with the wrinkles in the cloth, and stuff like that.
I just noticed that I forgot to model the little gold teeth that stick out of his knee pads around the bottom. I will fix that later.
finished modeling, and first step of textures

WyattHarris.com Dig it
Again good luck
Wyatt



Fear Queen Sindel
I'm back b*tch MK:D

And Yes I am working on Sindel. I have her body done, I still have to model her clothes, and texture her. I will try to finish her by tonight.
I am going for an interview at a game company tomorrow. All I have is 1 low poly character aaak
The game company is called High Voltage

He is pretty much finished, just a few things here and there I need to fix. Like in some places you can see a seem in the textures.
I went to my first Job in interview today at High Voltage games inc. It was awesome, I got to talk with all of the top crew.
They told me that they were impressed with my work, so I hope I get the job. They will let me know in around 2 weeks.
Here is the update on Rain


WyattHarris.com Dig it
I'm glad the interview went well. I hope 2 weeks brings good news.
Wyatt