1. #31
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    cool works 5 star

  2. #32

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    pball_zbr thb.JPG

    Just finished these next gen characters, it is for a paintball game. I tried to raise the quality as much as i could to reach the quality of EA characters such as those that appear in the NBA and NHL games. Rendered in marmoset and maya.

    sculpt paintball.JPG

    pball_closeup.jpg

    pball_fullbod.jpg

    pball_vest_closeup.JPG

  3. #33
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    cool...the details and renders looks awesome....

  4. #34
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    Pretty awesome detailing, can you show the low poly wireframe and your uv's please
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  5. #35

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    pball_zbr thb.JPG

    Here is the casual outfit of the character.

    casual outfit_closeups.jpg


    casual outfit_fullbod.jpg

    Just to mention it was not rendered but screen captured in realtime with marmoset engine.

    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by KonginChains; 08-24-11 at 07:14 AM.

  6. #36

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    casual_zbr-thb.jpg
    Here are the wires and textures.


    tex and wires_GA.jpg


    Last edited by KonginChains; 08-24-11 at 07:17 AM.

  7. #37
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    Can you list the map you have used for the low poly, I cant work it out fro the way you have presented it :S . The only reason I ask is because looks like you have used to many for a games character
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  8. #38

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    i know i used too many maps for a game character, but i deliberately did it for presentation and upon client request to give him that many maps. but probably in the game they would've just used about 2 1k maps for the character overall.

    The maps i used for paintball outfit was one 2k map for shirt, another for pants. Then one 1k map for gloves and another for cleats. then another 2k map for arms and head.

  9. #39
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    The thing is you say that you tried to match the quality as much as you could to the quality of EA characters in NBA and NHL games but those would have had a maximum of two texture maps 1024 for the body and a 1024 for the head.

    The model is pretty awesome but you can't try and match the quality when you are using twice as much texture space
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  10. #40

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    Quote Originally Posted by Sparky3d
    The thing is you say that you tried to match the quality as much as you could to the quality of EA characters in NBA and NHL games but those would have had a maximum of two texture maps 1024 for the body and a 1024 for the head.
    yup, that's what i meant. for the game, they combined my 4 texture maps and made it into 2 1k maps only. one for the head, and one for the body. I cannot confirm this though since i am not in charge of the shading of the character, i was just tasked to do the modeling/texturing only.

  11. #41
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    Oooooooh I see
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  12. #42

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    just playing with dynamesh... Here is mr jingles..

    Last edited by KonginChains; 05-08-12 at 01:55 AM.

  13. #43
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    Hey. Nice work on the anatomy. Very cool expresion.
    Somehow I like the hands most. Good job on that
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  14. #44

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    here is mrs jingles. still have to fix up a few more things, also the fingers were fused from the dynamesh, will give her a new hand in the final.

    Last edited by KonginChains; 08-02-12 at 12:38 AM.

  15. #45

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    was testing mudbox 2013 the other day. final polished sculpt done in zbrush though.
    Here's to my new male base mesh.


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