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   Sijun Forums Forum Index >> Archive : Sep99 - Dec00
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Author   Topic : "Character pic"
snap
junior member


Member #
Joined: 15 Nov 1999
Posts: 36
Location: Phnx, AZ

PostPosted: Fri Mar 24, 2000 1:35 am     Reply with quote
Hey guys! This is pretty much the final revision of this guy before I move on to animating him, any feedback would be great.
Thanks!






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Snap
modeler/animator
www.LUCIDesignz.com
www.LUCIDesignz.com
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Xcal
member


Member #
Joined: 24 Feb 2000
Posts: 149
Location: Seattle, Washington, USA

PostPosted: Fri Mar 24, 2000 3:45 am     Reply with quote
Wow, that's a kickass model. Great surfacing. If I could criticize one thing, I think the tip of the sword hilt is a little too yellow, like plastic. just my opinion. Great face tho.

Xcal
http://artofsin.com
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Ko
member


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Joined: 17 Feb 2000
Posts: 457
Location: Aarhus, Denmark

PostPosted: Fri Mar 24, 2000 4:03 am     Reply with quote
Hi snap

That's one hell of a nice Maya character!
Did you do it at some company, or are you just one rich dude, who can afford Maya?
Is the clothing done with Maya Cloth?
The texturing on the clothes is awesome!

And finally.. how long it take you to make him, as he stands in his current state?

Ko
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Chapel
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Joined: 18 Mar 2000
Posts: 1930

PostPosted: Fri Mar 24, 2000 5:03 am     Reply with quote
Yeah, thats pretty awesome. Just a few suggestions though. I agree with Xcal on the hilt. I would change it to a darker color like brown or a dark red. The symbol on the chest is it supposed to be a patch? It doesn't really blend with the armor. Also, his neck seems a little skinny up top. But its still awesome.. I know I can't make a pic like that.

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-Chapel
Brian Reber
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Affected
member


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Joined: 22 Oct 1999
Posts: 1854
Location: Helsinki, Finland

PostPosted: Fri Mar 24, 2000 5:40 am     Reply with quote
Yeah, all that they said, and I'd suggest fixing up the texturing on the face a litle... The heavy wrinkles and skintone make him seem a little unrealistic. Try varying the tone of the skin a little.

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Affected

We do not have freedom. We have rules and oppression and where the oppression is less visible we believe to have found freedom.

http://affected.xs.mw
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kos.mandis
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Joined: 14 Nov 1999
Posts: 274
Location: in front of a pc

PostPosted: Fri Mar 24, 2000 10:07 am     Reply with quote
Great model, I think there is something wrong on the neck...
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zeebit
member


Member #
Joined: 30 Oct 1999
Posts: 75
Location: cincinnati, OH

PostPosted: Fri Mar 24, 2000 10:15 am     Reply with quote
that is pretty fly. Is it patched withed nurbs or did you use blends, or perhaps polygons?
I like the hand in the foreground, very seemless, but the fingertips seem a little pink.
groove
-pete
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optic
junior member


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Joined: 18 Feb 2000
Posts: 9
Location: Derby, England

PostPosted: Fri Mar 24, 2000 11:47 am     Reply with quote
Not for being a spoilsport or anything such. The char. looks incredibly great. I suppose its some sort of samurai/ronin type character. And if that be the case, i would just like to point out that they wore their swords 'the other way around' ... i.e. the curve of the sheathing pointing upwards. The samurai always drew their swords with the sharp edge up...

-optic
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ScoobyDoo
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Joined: 22 Feb 2000
Posts: 199
Location: Las Vegs, Nevada, USA

PostPosted: Fri Mar 24, 2000 1:25 pm     Reply with quote
I agree with almost all of whats been said so far, and would also like to say that I think the width of the bridge of the nose is too uniform.

Other than that...looks awesome.

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Scoobydoobydooooooo!
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snap
junior member


Member #
Joined: 15 Nov 1999
Posts: 36
Location: Phnx, AZ

PostPosted: Fri Mar 24, 2000 5:50 pm     Reply with quote
Thanks for all of your comments, it's exactly what I'm looking for. Nice catch on the katana optic, it has been fixed. His nose looks a little off because in this pic I'm using his squinted eyes/flared nose blend shape (morph target) I'll tweak it out some more and narrow the top a bit. The neck is catching shadows from the hair and a bit from the chin which makes it stand out to much. Hopefully I can soften the shadows and tweak the lights, maybe shadow maps instead of raytraced. I also removed some wrinkles from the face texture and darkend the kashira (katana's end cap) The entire model with the exception of the hair is polygons. Not a big fan of NURBS. I only use them when polys won't cut it. Thanks guys!

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Snap
modeler/animator
www.LUCIDesignz.com
www.LUCIDesignz.com
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