Advanced Member Ratchet Posted August 21, 2009 Advanced Member Report Share Posted August 21, 2009 Work in Progress ! I don't plan to g oto extreme detail, just a model with minimum amount of details. Quote Link to comment Share on other sites More sharing options...
Taros Posted August 21, 2009 Report Share Posted August 21, 2009 Work in Progress !I don't plan to g oto extreme detail, just a model with minimum amount of details. Good start. Try always create seperate objects seperate. Means: Shoes don't glues on Legs... Sculpt them seperate. The same for all other single parts. It is easier later. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted August 21, 2009 Applink Developer Report Share Posted August 21, 2009 Very nice start. Like Taros already said breaking your model into parts will speed up your sculpting. It also give some freedom to try diffrent things. If you are not happy to arms you can hide them and try another version and which back if you are not happy. I think that you have a good overall shape. Now it is time to add some detail. For me detailing is one of the hardest task in sculpting. I have workflow that I try to detail one part first eye for example and then I move to next part which is next to first one. This takes time but it gives nice results in the end. What ever is your way to do it is up to you, but I would like to see some more. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ratchet Posted August 21, 2009 Author Advanced Member Report Share Posted August 21, 2009 Thanks for the advice on separate parts Wel l, caus we use voxel, yeah, iw will be able t oglue them together at final for retopology and baking. In fact i target a model for a Unity 3D engine, i want speed rendering , so i'll use one mesh only , or perhaps some separates ones attached by code in real time like boots or the turtle armor ! For detailling , i won't go very deep, caus it asks lot of work , and for 3D engine speed the resolution textures i target won't exceed 1024*1024, even with that resolution , you can make great looking models. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ratchet Posted August 31, 2009 Author Advanced Member Report Share Posted August 31, 2009 Okay, I 've discovered lot more features of 3D coat, and used the voxel tree top crteate independant objects to avoid the glued effect It's perhaps, too much smoothed caus i used Voxel resolution increase in the last steps of modeling (something to do only when you hav all basic objects and shapes done; not at the end) Redone totally the new alien soldier, not insane details just the minimal I plan to make some more models for an action RGP game. Quote Link to comment Share on other sites More sharing options...
Javis Posted August 31, 2009 Report Share Posted August 31, 2009 Okay,I 've discovered lot more features of 3D coat, and used the voxel tree top crteate independant objects to avoid the glued effect It's perhaps, too much smoothed caus i used Voxel resolution increase in the last steps of modeling (something to do only when you hav all basic objects and shapes done; not at the end) Redone totally the new alien soldier, not insane details just the minimal I plan to make some more models for an action RGP game. Hey I love that guy, he looks really cool! Keep it up. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ratchet Posted August 31, 2009 Author Advanced Member Report Share Posted August 31, 2009 I think it's the definitve model, and i'll have to achieve retopology and start painting ! I don't target insane details and not big game , just some litlle action game with some RPG elements ! (Like Chaos Engine on Amiga) ! Quote Link to comment Share on other sites More sharing options...
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