Author : winged doom


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JackBandit's Avatar
Old (#1)
I thought it was time I graduated to a new forum. One where more people posts work and offer more effective comments and critiques. Not so hot with textures, so excuse the textureless models.

All comments and critiques welcome.

<u>The Joker</u>
1980 Triangles






<u>Gambit</u>
2726 Triangles
2472 (Character) + 254 (Trenchcoat)




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ghost-d's Avatar
Old (#2)
Heeey! The second model - I have a toy like that with removable coat and hair. The colors and shape match, and so does the coat. Did you use that as a reference?

PS: Iīd like to make everybody reading this post sure, that I DONīT play with the toys already (for week or two... [img]/images/graemlins/smile.gif[/img]).
portfolio - available for freelancing

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JackBandit's Avatar
Old (#3)
I used pictures and memory for reference on Gambit. He's my favorite of all time X-men character.
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JackBandit's Avatar
Old (#4)
<u>The Shredder</u>
6500 Triangles
Wasn't really aiming for too low poly when making this. Will probably revisit it soon to better optimize the mesh.







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Sage's Avatar
Old (#5)
Well it's clear you can use modeling tools, now you need to focus on texturing. Model something like a car or gun and texture it. Of those models you posted, the easiest one to texture it seems is Shredder, so if you want texture one of your characters I would do that one. Texturing is a pretty involved process and picking something that is to hard at the first go will just make you quit and feel bad. I suggest you try and texture a low poly model because it's easier to unwrap and that's a pain in the arse to learn all in itself.

Alex
Alex Perez
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poopinmymouth's Avatar
Old (#6)
The joker looks nice, but Gambit's face looks a bit odd, can you post a close up with and without wireframe? Right now his chin looks far too angular.

You might also want to think of modeling the arms in a 45 degree angle, instead of straight out. It allows you to sculpt more shoulder definition, and tends to deform better in the most average positions.

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JackBandit's Avatar
Old (#7)
Thanks for the critiques, guys. I DO really need to get better texturing and will definitely practice on some smaller, less complicated things beforehand.



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Jackablade's Avatar
Old (#8)
Looks like he's sustained a rather nasty injury to his jaw.

Should be simple enough to fix - grab the jaw and ear verts and pull them towards the back of the head.
Tipping cows in fields Elysian.

Portfolio: www.jackablade.com
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JackBandit's Avatar
Old (#9)
<u>Starscream</u>
4214 Triangles

I could knock out about 1600 triangles from the hands, if I need to, but I wanted them to be seperate joints for this. I'll post a clip of it transforming later.







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praetus's Avatar
Old (#10)
With Gambits neck and jawline keep in mind the jaw doesn't fold back on itself that extreme. It rather slopes down instead of cutting back at a sharp angle. Gnomon has some really good DVDs on facial modeling. It's made more for high res but you can tune it down for less pretty easily. It teaches some really good edge flow techniques.
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Old (#11)
<u>Asajj Ventress</u>
2266 Triangles

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