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ralusek
11-03-2009, 04:44 PM
|||UPDATE|||---
made sword
http://img109.imageshack.us/img109/2716/sword.jpg

http://www.youtube.com/watch?v=2UOtggZLPx0
no video of sculpt sorry, here is a boring video of...basically a turntable. more metal though, so that's good

---|||UPDATE|||

http://www.youtube.com/watch?v=gRtt7G7GiHA

Tried making zphere dreadlocks. It worked pretty well. Will be armoring and finishing up

achillesian
11-03-2009, 04:54 PM
noice

Cacophony
11-03-2009, 06:07 PM
thanks for the video man, by the end it really started to shape up, imo. word on the hammer fall too ha.

ralusek
11-03-2009, 07:36 PM
thanks to both. and hammerfall is always a good choice :D

ralusek
11-04-2009, 12:50 AM
http://www.youtube.com/watch?v=fZtL0FUuMVQ
ended up sticking with zpheres to finish.

Japhir
11-04-2009, 02:22 AM
nice! now how would you turn that into a game-res model?

obeyurnapster
11-04-2009, 04:52 AM
Hammerfall and inflames.. love you :)
anyway great work on these dread

woogity
11-04-2009, 06:41 AM
yes the video gains +50 to awesomeness for teh l33t metalz! great stuff haha. locks look pretty sweet, dont armor him too much, really dig the proportions.


-Woog

ralusek
11-05-2009, 11:18 AM
thanks for the metal comments :D. and thanks woogity, I will try to keep him pretty minimal

nice! now how would you turn that into a game-res model?

I will just retopo it. maybe group the loose dreads a little more, but i just have to make a blanket mesh over the majority of the head. Then I will just retopo the back hair, and i can definitely drop some strands there. there are already countless strands hidden in that knot. I think i'd rather detail them as they are though, to keep the projection a bit more realistic.

i've never projected something so complicated on to a single mesh though, so i should probably do some test runs first

Joao Sapiro
11-05-2009, 11:20 AM
about those dread i would make 1 straight uvw it etc, then place it in the same way, or reuse geo from the ones in the head, then for ao i just use ao from the low with the dreads , that way you spare uvw space and it has teh same effect ^^

ralusek
11-05-2009, 06:43 PM
johny i'm not sure i fully understood what you were saying. to clarify what i was going to try, i was just gonna retopo a single mesh across the top of the hair, project detail, and normal map it. i already tried it and it seemed to work fine. you're saying to AO bake the low poly of the original dreads? si es mas facil clarificar en espanol, puedo entender

ralusek
11-09-2009, 12:33 PM
sorry for delay, have way too many side projects at once.
just made a sword for this guy (i'll just post them in OP), here are links though:
http://img109.imageshack.us/img109/2716/sword.jpg
http://img39.imageshack.us/img39/2200/sword1z.jpg

http://www.youtube.com/watch?v=2UOtggZLPx0