Re: The Studio Quick-Crit Thread
That's what I thought too, but if you look at the sillohette of the reference image there... the stomach area is really flat, I'll toss up wires later, (he's in the smoothed camera view thing right now in Maya, so wires are funny lookin.... and I gotta get ready for class... soooo yar)
Someone asked me for a shot of the backside of him.... and so I have one... so... here it is.
http://img190.imageshack.us/img190/6238/koopa2.jpg
The edge of the shell (part where the green/red meets the white rim) will have a harder edge to it, no worries there.
E: he's not as flat as he looks in the first image. The stomach is pretty flat, but the overall shape isn't
http://img3.imageshack.us/img3/2197/koopa3.jpg
and for that wire..
http://img9.imageshack.us/img9/3941/koopa4s.jpg
I haven't bothered with making any geometry for deformation in the arms or knees, I know about that stuff, don't really care about it 'cause I don't plan on rigging him really. If I wanna rig him later I'll put the geometry in.
Re: The Studio Quick-Crit Thread
What with the beak... I thought they had like round noses.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Advancebo
What with the beak... I thought they had like round noses.
Nope
http://i173.photobucket.com/albums/w...Background.png It's more of a beak than a nose.
Re: The Studio Quick-Crit Thread
Right... Now make a paratrooper.
Oh and make your shell a bit longer. Its not a perfect circle (judging by the back), but an oval.
Re: The Studio Quick-Crit Thread
I don't know why you think the stomach looks flat in that ref picture, it looks round. Make yours round too.
Re: The Studio Quick-Crit Thread
http://img171.imageshack.us/img171/5554/koopa8.jpg
http://img261.imageshack.us/img261/7033/koopa9.jpg
http://img261.imageshack.us/img261/2509/koopa10.jpg
http://img188.imageshack.us/img188/6686/koopa11.jpg
I rounded out his belly more and textured him. I know the lines on his stomach aren't perfect, but... painting on that surface was... interesting. It's rounded so the diffuse map is kinda silly looking. I just slapped a honeycomb pattern on the shell which had some stretching so it looks kinda weird but... meh it's passable.
http://img171.imageshack.us/img171/9841/koopadiff.jpg
^^the diffuse :P it's not that intense to texture a nintendo character like this haha.
Re: The Studio Quick-Crit Thread
please stop with the mesh clipping :(
Re: The Studio Quick-Crit Thread
Spend a little more time on the stomach, it's wavy. <_<
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Malloy
please stop with the mesh clipping :(
Why?
@Rooster the way the UVs are layed out it makes it awkward to paint a straight line on the stomach, that's why I posted the diffuse to show it.
I ended up using photoshop's thing where you can import your model and paint directly on it in order to get those lines to be even remotely straight. If I painted them straight in photoshop they'd go all droopy on the model.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Llama Juice
http://i173.photobucket.com/albums/w...Background.png
The distance between the top point where the arms intersect the body mesh and the right part of the neck is smaller on the reference picture than it is on your mesh, and I think it would be an easy fix considering you have separate meshes for the arms.
The legs and arms are also a bit too skinny and maybe a mite too long. As for the shoes, I'm seeing the same distance issue the model has with the arms. The collar of the shoes and the toe bulb should be touching according to the reference, and, in the mesh, it doesn't.
The shell's rim's width is a bit too small according to the reference picture as well.
To make the the lines a little crisper I'd suggest using the line tool and just stretching it down with a desired thickness.