11/23/2023 0 Comments Helios statue uv map 3d model![]() As for the weird leg folds, I think that that shot, combined with Blender's default material shader made it look odd. Oh, and I've finished the retopo of that statue, just baking maps etc, and finishing those girders, and some screenshots will be put - that concept is great - makes me think of an art-deco Deus Ex: HR. Could you show us a wireframe and texture atlas sometimes - Papa punch presents plentiful power. Since we are on the subject, do you have any tips for creating more realistic textures like the ones you have made on your website for your I love your creatures - they are exceedingly well done, and have a consistent, recognisable style too. I hope I can become that good at modeling some day. I took a look at your profile link thing you have in your sig and im jealous Your models are incredible! I mean you can do it all, realistic characters, toony exaggerated characters. I have been using blender for a bit of time actually and am familiar with some of the tricks for 3d modeling but I never really attempted to create more realistic professional models so I feel like its time I evolved a bit. ![]() ![]() But I was not happy with most of the models I have created because I want them to look much more better, so im holding off on that project until I improve a bitĪnd yes Priske415, I always usually have some type of reference setup in the background on my modeling tool (I use Blender) front side and back, I split the view so I can model from front and side, I never really bothered with the back though because I thought modeling from the front and side just kind of automatically set up the back. the faces where going to be some props in the game. Actually my next game, I was planning on making a horror game. Thanks primaerfunktion! im glad you feel that way about the that little prototype I posted. I don't think anyone expects you to be modelling photorealistic characters immediately - though bonus points if you do - but using some refs will at least make your characters more believable. Better still, consider redesigning the lower torso of your characters. Guys tend to have a wider space between their legs than females do, but even then, no space is that wide. This would help you, because you'll get a slightly-ludicrous look to your characters, but it will make them dynamic. Notice how "dynamic" the lines are - the character tends to be more narrow at one end than the other (e.g., the FFIV characters are well-defined at the top, but miniscule at the bottom X has big feet, but a normal-sized head). ![]() Look for some screenshots of Final Fantasy IV for NDS, or even character models of Mega Man X. That might work for pixel art, but for 3D, I've found that's not such a good idea. Right now, your character looks (sort of) like they were designed in a box. As said elsewhere - I'm not the best student of 3D Modelling/Art. ![]()
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