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Topic : "Another render of Ray (my super hero character)" |
dtitus junior member
Member # Joined: 22 Oct 2001 Posts: 34 Location: Nova Scotia, Canada
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Posted: Mon Oct 29, 2001 11:06 am |
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More info etc at http://3d.davidtitusproductions.com
Feedback is welcome of course.
Thanks,
David
[ October 30, 2001: Message edited by: dtitus ] |
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squirrelstars junior member
Member # Joined: 21 Oct 2001 Posts: 38 Location: new yok city of terror
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Posted: Mon Oct 29, 2001 11:54 am |
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looking very good. nice to see that you made him less spider-man like. nice stylization! and nice animation too ( i forgot to mention that before )
-peace |
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Marvel member
Member # Joined: 15 Oct 2000 Posts: 168 Location: Helsinki, Finland
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Posted: Mon Oct 29, 2001 1:33 pm |
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Very nice ... but what bugs me is he looks way too little tesselated - you can see the polygon edges in numerous places (the gun being the most obvious I guess). Also the brick-texture is quite horrible.  |
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dtitus junior member
Member # Joined: 22 Oct 2001 Posts: 34 Location: Nova Scotia, Canada
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Posted: Mon Oct 29, 2001 5:19 pm |
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I should likely say that he was intended as a relavitely low poly character, not gmae character low.. but lower than others I've done in the past. I believe he's just under 11,000 faces or so.
I could quite easily smooth him out but in the interests of being able to have very complex yet "easy on my system" scenes later, keeping the characters simple is wise (for my goals). His 'low poly-ness' is far less noticable (if at all) in animations, at least in the sort he'll be involved in given the lighting / motion involved. Guess I should consider making a higher res still image version of him once I have a final guy I like.
Hope that sheds a little light, and thanks very much for the feedback I really appreciate it.
David
PS- Yeah, I know that brick texture is horrible. It's just a simple canned texture I had kicking around on my system that was used simply because I really didn't feel like making a better one. Just try not to look at it.
[ October 29, 2001: Message edited by: dtitus ] |
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Briareos member
Member # Joined: 24 May 2001 Posts: 392 Location: CA
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Posted: Mon Oct 29, 2001 7:14 pm |
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dude, use supersampling on that there chrome, eek.
and up the polys dude, unless your machine cant take it... |
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dtitus junior member
Member # Joined: 22 Oct 2001 Posts: 34 Location: Nova Scotia, Canada
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Posted: Tue Oct 30, 2001 10:23 am |
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)Image above updated)
Fixed up the chrome a tad and bumped the res of the character in general up for this render. I'll likely keep him low for working, then increase it for render time.
Thanks again for all the feedback,
David |
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dtitus junior member
Member # Joined: 22 Oct 2001 Posts: 34 Location: Nova Scotia, Canada
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Posted: Tue Oct 30, 2001 4:32 pm |
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Revisted the moon owing to a lot of comments here and elsewhere. It's a lot less distracting this way I think.
Again, thanks for the feedback.
David
[ October 30, 2001: Message edited by: dtitus ] |
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Shiro_tengu member
Member # Joined: 02 Aug 2001 Posts: 430 Location: W. Australia
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Posted: Tue Oct 30, 2001 5:10 pm |
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Damn cool image. I love it.
I would try to avoid a lense flare on the moon altogether and just go with glow. Reason being - lense flares are pretty much done to death as they are the first thing people find when they get photoshop. (or Max for that matter). BUT - It does not mean you shouldn't use it. I think the picture is a great one. I used lense flares all the time when I made space scenes ages ago. I think I used them too many times. Thats probably why I worry about them.
love the little guy! great work
[ October 30, 2001: Message edited by: Shiro_tengu ] |
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Steelwind member
Member # Joined: 24 Oct 2001 Posts: 70 Location: Northeast USA
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Posted: Tue Oct 30, 2001 8:51 pm |
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The fill lights seem way too bright to me, unless there's some spotlights on him from somewhere. If the moon's the primary light source (which it seems to be) then that's where the shadows should be coming from, especially in a night scene.
My $.02
Steelwind |
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