I made a character any and all feed back will be greatly appreciated
by Brown CollegeTommy (#0017) · in Artist Corner · 02/23/2009 (7:45 pm) · 14 replies




So what do u guys think it is my first torque character
it is only a lil more then 17 hundred polygons
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#2
looks good, kinda makes me think of the gremlin movies though ...
02/23/2009 (8:01 pm)
1,700... not 17,000looks good, kinda makes me think of the gremlin movies though ...
#3
Ya its for a game i am making
Thanks for the feed and ya a lil more then 1,700 Pollygons
made and rigged in autodesk 3dmax
textured in adobe photoshop 512 uvw map
02/23/2009 (8:18 pm)
Thanks funny u said that there are some gremlins enemies LOLYa its for a game i am making
Thanks for the feed and ya a lil more then 1,700 Pollygons
made and rigged in autodesk 3dmax
textured in adobe photoshop 512 uvw map
#4
02/23/2009 (9:31 pm)
I think it looks very nice.. I like his belt buckle lol. I do have to agree with Andy, the first thing I thought even before reading his comment was.. "gremlins" ;)
#5
I partcually like the gloves :)
You could do well by possibly making a small number of characters like this as a pack, which could be used for a street fighter/mirrors edge style game :D I'd buy it...about $29.95 for a few men of this style!
From Max
One thing/idea: mayby make the ears abit smaller...;)
GREAT MODEL THOUGH 5/5
02/24/2009 (3:03 am)
Very cool!I partcually like the gloves :)
You could do well by possibly making a small number of characters like this as a pack, which could be used for a street fighter/mirrors edge style game :D I'd buy it...about $29.95 for a few men of this style!
From Max
One thing/idea: mayby make the ears abit smaller...;)
GREAT MODEL THOUGH 5/5
#6
With regards to your polygon count, 1700 isnt too bad (most games are in the 3500 range), however there really aren't any areas I see that you really need to use extra polygons except maybe the hands.
As for the texture map, you could maybe go a bit higher on the resultion so you can add a bit more detail to some of the areas of the model like the hands or make the feet look a bit more round instead of having those hard edges on the front of the shoe.
Good work though overall.
02/24/2009 (8:45 am)
Man he looks like a nasty evil goblin masquerading as a person for Halloween. He has a real mean look to his face, but to me it doesn't match the rest of the character and his pose. To me his proportions and the roundness of the character make me think it should be kind of a goofy, fun, cartoony guy, but thats just me.With regards to your polygon count, 1700 isnt too bad (most games are in the 3500 range), however there really aren't any areas I see that you really need to use extra polygons except maybe the hands.
As for the texture map, you could maybe go a bit higher on the resultion so you can add a bit more detail to some of the areas of the model like the hands or make the feet look a bit more round instead of having those hard edges on the front of the shoe.
Good work though overall.
#7
Maximmillian thanks for the confidence boost..And i will have to take u up on that in the near future....(;
Logan Thanks for the informative feed back 3500 thats cool i feel going low is great because u can always add more geometry but alot of modelers
have a problem of modeling just the necessary geometry
Thanks One and All I have learned and am going to make changes but right now i am animating and exporting in torque
i will give a link to the u tube render video in a little bit
Stay Tuned More Coming Soon
02/24/2009 (8:29 pm)
thanks for all the comments Maximmillian thanks for the confidence boost..And i will have to take u up on that in the near future....(;
Logan Thanks for the informative feed back 3500 thats cool i feel going low is great because u can always add more geometry but alot of modelers
have a problem of modeling just the necessary geometry
Thanks One and All I have learned and am going to make changes but right now i am animating and exporting in torque
i will give a link to the u tube render video in a little bit
Stay Tuned More Coming Soon
#8
02/24/2009 (8:58 pm)
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/yU-J5t801uc&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/yU-J5t801uc&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
#9
02/24/2009 (8:59 pm)
^sorry about that lol Let me try that again
#11
02/25/2009 (9:56 am)
hes a little creepy, and i like him :D Great use of texture.
#12
Do a google search on three point lighting and you can setup a nice scene so we can all get a good look at the model.
02/26/2009 (6:01 am)
My critique would be that you just need to add a few more lights in your renders :)Do a google search on three point lighting and you can setup a nice scene so we can all get a good look at the model.
#13
02/27/2009 (10:44 am)
One thing you might have to think about if your putting him in a game is that the "Punisher" sign on his shirt is a trademarked symbol, but other than that it looks awesome! Bb
#14
03/11/2009 (7:05 am)
I agree with Jeff. Though it might help to change the background color. Medium to dark brown skin tone, black shirt, and black hair on a black blackground...can't see it. But from what I can see, it looks great! The design on his shirt and belt buckle match his facial expression and appearance (green eyes, evil look) as well as the colors used for the rest of the image. Gives a dark feeling to the whole thing (i hope that was the point). I think the polycount is fine for the image. If you wanted the character to look life-like (meaning like a real human) then ,obviously, I'd say up the count to that 3000 - 3500 range. Excellent artwork!
Torque 3D Owner Edward