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Very cool animation. It's hypnotizing
Chibi kid finished. Maybe i'll add more stuff later

Last edited by OzMa; 02-13-2010 at 05:09 AM..
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, line,
79 Posts,
Join Date Mar 2009,
Location Spain, Barcelona (Terrassa)
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Is he just a kid? I thought he was old, like a granny or something :P Maybe the haircut does that.
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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9skulls - your awesome again  keep it up!
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, polygon,
702 Posts,
Join Date Sep 2008,
Location Germany, Darmstadt
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@ 9skulls - great work! but the animation feels a bit weird. the waist and the pectoral girdle should spin in opposite directions while walking, yours feel a bit stiff!
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, triangle,
395 Posts,
Join Date Nov 2007,
Location Montreal, Canada
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@ fonfa Thanks! THAT's what made it look a bit weird (among with the face..), funny how I didn't realize that  Thanks for pointing that out!
[ edit ]
I went and fixed few things. For example I noticed that the model had only ONE spinal bone so no wonder it was a bit stiff xP So now the shoulder area should move a bit smoother. I also made a minor "fix" to his stoned eyes, and I think it DID make a difference but I'm not sure if others can see it aswell..?
Don't mind about the infobox, it's for my DA ID...
Last edited by 9skulls; 02-13-2010 at 04:18 PM..
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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Great stuff, 9skulls! I love the "snap" in his (your?) hand movement. The twist in the shoulders looks a lot better too.
@OzMa: I really like it! Though I have to say it's not really the hair that makes the "kid" look like an old man but rather the bushy eyebrows and slightly sleepy looking eyes in combination with the hair. I actually like the bluish hair color!
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, line,
85 Posts,
Join Date Aug 2009,
Location Calgary, Alberta, Canada
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on his right hand there is some crazy jagged polygon that sticks out like a sore thumb.. but that would-be pun would be amazing if the poly was really in his thumb
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, line,
60 Posts,
Join Date Sep 2009,
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Quote:
Originally Posted by 9skulls
[ edit ]
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ok i dig the style and the creative Mmo avatar presentation.
here are some crits to keep in mind
1) chest is a Huge mass. relative to the hips the chest would stay more still in comparison to the counter balance rotation in the hips.
2) human run/walk is the art of falling and catching oneself
your characters posture seems to be too upright, is that intentional? i only say that bc if you want to break traditions you can (warning obnoxious clip lol)
as you can see Ed has a totally awesome run lol
Sent from my iPhone through the series of tubes.
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, spline,
115 Posts,
Join Date Mar 2008,
Location San Francisco
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love the presentation 9skulls - the bouncing platform great. 
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, dedicated polycounter,
1,397 Posts,
Join Date Apr 2009,
Location Ontario Canada
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@Hitez Damn those polygons, always getting in the way..
@Zoid Ah counter balance, I did read about it from idleworm yet forgot to implement it here (apart from few little things, like the platform etc) :P Quess I was going for something that pleased my own eye in the first place, because to me the movement looks kinda harmonic now.
And I'm not sure if the upright motion is 100% intentional, if at all.. "Everything that happened here, happened for random reasons" xP I'm not in total control of my animations - YET -, so things tend to happen w/o asking me first :P
Thanks for pointing that out!
@brandoom Thanks :-)
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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Quote:
Originally Posted by mrmmaclean
@OzMa: I really like it! Though I have to say it's not really the hair that makes the "kid" look like an old man but rather the bushy eyebrows and slightly sleepy looking eyes in combination with the hair. I actually like the bluish hair color!
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Yes maybe the eyes look a bit sleepy and gives him a "tired look". Well i'll fix it later and I will use this base mesh to make variations for other characters.
Thanks for the advice! 
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, line,
79 Posts,
Join Date Mar 2009,
Location Spain, Barcelona (Terrassa)
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9skulls, you have a sick style. Just a quick question, don't know what the moderation is on asking, but were you ever a writer? Somehow I look at your stuff and it screams graffiti.
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, triangle,
318 Posts,
Join Date Dec 2009,
Location Houston
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Quote:
Originally Posted by Gallows
9skulls, you have a sick style. Just a quick question, don't know what the moderation is on asking, but were you ever a writer? Somehow I look at your stuff and it screams graffiti.
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I'm sorry, my brain cell is busy on thinking the next project and the other one is just generally slow, so I'm not sure if understand what you mean by that. Do you mean if I ever did graffiti arts? :P If so, my answer is "no". Though I wish I had, I've always loved the style and that medium in general is somehow fascinating. Guess my inspiration comes from that direction subconsciously :P
Thanks for the comment! 
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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You should definitely check out the movie Style Wars one of these days. There's a few clips on youtube, but back when I was obsessed this movie was my holy grail.
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, triangle,
318 Posts,
Join Date Dec 2009,
Location Houston
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There's a movie about graffiti? WOOT that's awesome, gonna check it out 
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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That's me! :P

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, line,
79 Posts,
Join Date Mar 2009,
Location Spain, Barcelona (Terrassa)
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have to get the tri count down and add some loops for rigging, sitting at about 750 now, took the suggestions from the hunter and applied to her
will rig and pose later
the face is the weakest spot, suggestions to make it better? i'm thinking the face needs more edge loops to get a better face shape?
the lighting is turned off
256x256
btw the taru dragoon is IMBA, also nice art style 9skulls
Last edited by itismario; 02-14-2010 at 01:54 PM..
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, triangle,
420 Posts,
Join Date Jan 2010,
Location Winter Park, FL
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@OzMa Haha that's way too cool man :D I see you have your own Yoshi and Kirby and that giant mushroom thing (I guess you've finally found a way to enslave Toad) :P That's so much > than my hovering platform :( There's so much character in your model, and feels way better than the kiddo-granny earlier! And that hood is a genious idea :D
{edit}
@itismario Where I'd cut some polys:
» If I counted correctly, your characters limbs have ~8 sides, when you could do fine with just 4. And that would spare you ALOT of polys.
» Main body area has lots of stuff to cut off. For instance the loop that goes vertically from the armpit: cut it off! It doesn't do much at all to the profile.
» The loop that goes vertically right in the middle of the boob: it's usefull to define breasts, but the part of the loop that continues down from the breast is useless since it doesn't give that much shape to the tummy.
» That upward fold at the end of the leg is useless, and you could do fine by just texturing it
» Same goes with the gorget (I tried to look a proper word from dictionary but that's the best result I got and it still sounds wrong lol), it's totally useless and best to do with texture
» There's at least 6 polys in each shoe that could be cut away
» There's a vertical loop around the neck = OFF!
» There's probably many more loops to cut off, but here's just a few to get started
And about the facial area: I'd like to see the wire for the face a bit closer because now it's kinda hard to see what's going on there. The texture makes her look like a beaten prostitute, so yeah, it's not probably too flattering (UNLESS that's what you're going for) :D And I think it's the black color you've used, it makes her look like she had bags under her eyes and kinda ragged anyways. Try making her look like more happy, add some more color to tone the skin. And that dark area on his chin.. ugh.
Hope you find some of this helpful.
{ 2nd edit }
We should seriously start a "Low Poly -me" thread :-D
Last edited by 9skulls; 02-14-2010 at 03:08 PM..
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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@9skulls: Yeah I enslaved toad and that's a mushroom ramen! :P I will like to see that "Low poly me" thread
Your character is cool too. I'm loving that style.
@itismario: I think that the orientation of the uvs from the face are incorrectly and that cause to deform the eyes and the lips. You should try that color correction that 9skulls suggest ;)
Last edited by OzMa; 02-14-2010 at 03:18 PM..
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, line,
79 Posts,
Join Date Mar 2009,
Location Spain, Barcelona (Terrassa)
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@itismario: 9Skulls said everything that you need to improve your character, but I would like to say some more things:
- The layout of the texture wastes so much free space that you can put everything in a 256x128 one without noticeable detail loss... 256x256 is really big and if the space is fully and well used, you will get great detail. Reorder everything!
- Is it really necessary to have the full head texture? It really wastes space... Create only half head and then mirror it on the 3D model. If you want to add wounds (like the one on the forehead), it could be better to add them separately, using a simple rectangular poly over her and texture transparency.
- You should add some extra edges on the elbows and on the knees in order to get a decent bending of the arms and legs. Usually extra edges are placed on the external side of the joint. A single row of edges will bend the body horrendously, compressing it!
- Low Poly models have unfiltered texture maps. It does mean that the texture on the 3D model will look pixelated (but, in my opinion, better). Try to disable the Filter Maps option before rendring!
- The hand texture is... Ehm... It's not adeguate with the rest. D:
- The head shape could be improved, and you may add about 4 polygons just to enhance the lips and the shape around eyebrows, eyes and upper part of the nose.
I think one of the best examples to study are the Low-Poly models of Team Fortress 2, you can download them directly from the creator's site!
@9Skulls: I like a lot your models! :O The last one is really well done!
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, triangle,
267 Posts,
Join Date Oct 2009,
Location Italy, but willing to leave to a better country.
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if i want her to have nice legs there are just some edges i can't delete, also i need the loop around the shoulder so it won't deform when it's rigged
the cuffs at the bottom of the pants are poly planes around it, not an edge loop on the pants, the pants are supposed to be rolled up
i merged vertexes on the neck piece to the body (i want that to be 3d adds more detail then just texturing it) and made some triangles on the poly planes for hair wished shaved some triangles
now with the loops around the elbows and knee joints for when she gets rigged she is sitting at 541 triangles
thanks for all the help 9skulls
here is the head close up like you asked

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, triangle,
420 Posts,
Join Date Jan 2010,
Location Winter Park, FL
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Quote:
Originally Posted by Mr_Drayton
@itismario: 9Skulls said everything that you need to improve your character, but I would like to say some more things:
- The layout of the texture wastes so much free space that you can put everything in a 256x128 one without noticeable detail loss... 256x256 is really big and if the space is fully and well used, you will get great detail. Reorder everything!
- Is it really necessary to have the full head texture? It really wastes space... Create only half head and then mirror it on the 3D model. If you want to add wounds (like the one on the forehead), it could be better to add them separately, using a simple rectangular poly over her and texture transparency.
- You should add some extra edges on the elbows and on the knees in order to get a decent bending of the arms and legs. Usually extra edges are placed on the external side of the joint. A single row of edges will bend the body horrendously, compressing it!
- Low Poly models have unfiltered texture maps. It does mean that the texture on the 3D model will look pixelated (but, in my opinion, better). Try to disable the Filter Maps option before rendring!
- The hand texture is... Ehm... It's not adeguate with the rest. D:
- The head shape could be improved, and you may add about 4 polygons just to enhance the lips and the shape around eyebrows, eyes and upper part of the nose.
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yes, the earlier post i said i didn't add the loops around the joints yet, now i have, i know about the unfiltered instead of bilinear
since i put a close up of the head i will wait till i hear what's said about it before editing the head thanks for the input, i will be taking your advice
ps i'm a horrible texture artist =/
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, triangle,
420 Posts,
Join Date Jan 2010,
Location Winter Park, FL
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Quote:
Originally Posted by OzMa
That's me! :P
[IMG]http://173.45.73.121/%7Ecarlosde/blog/yo.jpg[IMG]
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my suggestion is to employ some pixel art techniques to increase the crispiness without needing to size the texture up. It's an invaluable skill to all low-res artists
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, polycounter,
974 Posts,
Join Date Jan 2007,
Location melbourne
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I MADE U A BURGER FOR VALENTINE'S

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, line,
69 Posts,
Join Date Mar 2009,
Location San Francisco
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andersh: That's the most thoughtful thing evar!
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, line,
63 Posts,
Join Date Jan 2007,
Location NC
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