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It sure looks... nice.
I guess it's some kind of artifact?
What is it? Well......actually, no one, least of all myself, really knows for certain....


Just kidding; actually, from my standpoint, it could be a number of things; although Bink's guess is the most accurate; it IS some sort of artifact, not sure exactly what yet. I have also been experimenting with it as a piece of armor, most likely adorning the arms; it also might have use as other objects, such as a potential weapon design, or a portal device-thingy I was fiddling with. I'll try to post something a little more complete when I get the chance....


Oh, and by the way, the texturing as you see it now is NOT indicative of the final form; I will most likely alter it as need requires.
[Image: Man.jpg]
How's that? The hair took me about a day and it's 300 polys, I guess about 1500 in total, and yes, I used that template thet Imon posted a while ago.
HAHAHA!!! Look at that hair!!! :D

Hehe, the hands are too big. They look like claws. The legs look too short and work on the shoes.
Blame Imon. JK. I'll be fixin' it right away.
I love the porcupine on his head! Rolleyes
Wazzup with the shading on his arms... its ...weird.
Gordon CSA Wrote:Wazzup with the shading on his arms... its ...weird.

It doesn't happen in game. I'll again make different texture versions to add some variation.
Very interesting design, reminds me of one of those plastic action figures....
Nice hob on the hair, how did you make the hair texture.
You should probably dodge and burn the coat folds or use a normal map, rendering clouds doesn't look very good there. Wink
hair texture: use noise, then motion blur, then let it fade out to the bottom and use it as an alpha channel for what you got after the motion blur. You may also want to create a noise texture for the bit of skin that goes under the hair. Else you might be able to see the skin through it, which is odd. There are other ways, though.Also, I always bake a lightmap into my models. It tends to look better than the vertex shading, or be a good means to help it, y'know.
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