Are you a 3D artist? Are you looking for some inspiration? Do you just want to collaborate or know who your fellow ModDB artists are? Doesn't matter what application you use or how you do it... if you're a modeller, animator, skinner or looking at getting started with 3D, then this is the group for you!
im working on a character for a game im working on atm (it can be found here on modDB under the name Fenix Moddb.com ) and i was hoping to grab some opinions on what people prefer, the hood, or the hair. (the original concpets can also be found in the Fenix image section).
im working on an archer character for a game im working on atm (it can be found here on modDB under the name Fenix Moddb.com ) and i was hoping to grab some opinions on what people prefer, the hood, or the hair. (the original concpets can also be found in the Fenix image section).
I think I prefer the one at the right cuz idk about the hair :)
And btw try to add some details to stomach and maybe some weapon like knife :D
Personally, the one with a hood. Still, couldn't you do any character customisation? The hair doesn't look bad at all. Just a little variety in choosing would come in useful.
this is not a playable character, so cusotmization isnt really on the cards. she is one of a set of creatures you can summon to fight for you. the details are on the game page.
and black dragon, this isnt the game mesh, this is sub-D mesh that ill be putting through z-brush for details :)
thanks for the feed back though, it seems most people are leaning towards teh hood atm which is quite interesting.
Wow, you`re using the same skeleton pose as me XD
Great work !
Love the cloth on legs and arm, great placement.
And yep, I`d prefer hood.
Lol, the skeleton pose is pretty much standard, they are either in a T-pose or like this, I know Epic Games favor this pose too.
For me it's the hood, although I like the hair too.
kiory agins wins the cooky, this IS the UT3 or UDK pose, its the basic relaxed pose in wich the most possible actions are possible under the least strain (as in the skin 'hopfully' wont be stretched tooo much in rigging).
Whatever the pose is, it doesn't matter, what matter is that it can be rigged using the prefab bones of UDK or new ones, if you're using new ones, your rigger would be driven mad posing the bones rather than the T pose, yet... to the point: This model lack details.
Is pretty generic and plain, her clothes don't even get affected by gravity, unless you're planning to use cloth simulation in UDK or bones for it, it still needs detailing and it's extremely dull. I've seen the other models in the link you added, you'll be using UDK for nothing if you're going into such few detailed models, it doesn't matter if they're NPCs, this could really use a very complex normal map, to avoid looking so boring. Just look at her abs... it have a belly that's a circle (in real life no one have something like that)
And what's worst: She have boobs, but her rib cage is smaller than them.
To make it short: Add more details and look after your proportions.
ok a couple fo things, i appriciate all comments, but please read preivous comments before posting about adding details ;) 'sub-D mesh that ill be putting through z-brush for details :)'
second thing, i really dont get what you mean by 'She have boobs, but her rib cage is smaller than them.'? are you sugesting that she should have bigger breasts? or are you sugesting that her rib cage should be wider? cus i think you will find womens hips are wider than the ribcage.
also i strongly disagree about this comment 'you'll be using UDK for nothing if you're going into such few detailed models' have you looked at some of the games people have made in the UDK showcase on thier website? (http://udk.com/showcase). some of them do not even use normal maps, and they look fantastic, not everything is about having 100's of normal maps. not the mention the fact that is a free engine to develop until if and when a game is made commercaily viable and it has great user support. so using UDK for no reason? i dont think so ;)
that all said i go back to my first point lol, i did say before this wasnt done and details for things like the normal maps were going to be done in z-brush.
and on a side note i am the rigger, and reposing a Biped from max and using that as a new defualt skeliton for a project is hardly what you would call infuriating.
"that all said i go back to my first point lol, i did say before this wasnt done and details for things like the normal maps were going to be done in z-brush."
Point taken
"second thing, i really dont get what you mean by 'She have boobs, but her rib cage is smaller than them.'? are you sugesting that she should have bigger breasts? or are you sugesting that her rib cage should be wider? cus i think you will find womens hips are wider than the ribcage."
Well, that depends on how you want her to look, breasts are always, and keep this in mind, have the same wide the rib cage have, the altitude, pert and shape depends from the cleavege and back. This may sound amuzing, but you should check (if you have a girlfriend or attend to life drawing classes) what I meant, the wiser thing if you want keep her breast this size is to move them a little bit down. Right not, they're not affected by gravity. An important thing your missing. At the point they are, they'll probably drop of that tissue, but that's very easy to correct once in zbrush.
"also i strongly disagree about this comment 'you'll be using UDK for nothing if you're going into such few detailed models' have you looked at some of the games people have made in the UDK showcase on thier website? (http://udk.com/showcase). some of them do not even use normal maps, and they look fantastic, not everything is about having 100's of normal maps. not the mention the fact that is a free engine to develop until if and when a game is made commercaily viable and it has great user support. so using UDK for no reason? i dont think so ;)"
Depends of what are you aiming, if you want an audience for iphone, use UDK, if you'll looking for a "everykind of computer" use source in that case, imho. I think most people are using now UDK without using it's whole potential to make games that they cant put into Unity.