No Rest For The Wicked (Survival/Horror/Mystery/Puzzle)
how much poly is that? IMO it's too high poly for a building model. you can optimize it by either combine some vertices to reduce excess poly on flat surfaces or just use a texture with alpha for the windows.
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or use normal/parallax mappingVirion wrote:
how much poly is that? IMO it's too high poly for a building model. you can optimize it by either combine some vertices to reduce excess poly on flat surfaces or just use a texture with alpha for the windows.
unless the plan is to create a pre-rendered setup, like the old Silent-Hill and Res-Evil games on PSX/PS2?
In which case it wouldn't make a difference, throw more polys at it
So I was like (ohhhhh I have to have paintings with spooky moving eyes) but I messed it up.
I think I will just model the picture frame and then make a video of the eyes moving and the painting doing weird stuff like swirling into a vortex. And then play the video on a texture.
Maybe Ill make the painting bleed!!!!
I do have to admit the painting model looks sick in my opinion lol
And here we have our speed limit sign
Lastly the Town of Wicker Hollow will be modeled after the town
I live in mainly because there is alot of really old buildings for textures
and reference.
This is the reference image.
I think I will just model the picture frame and then make a video of the eyes moving and the painting doing weird stuff like swirling into a vortex. And then play the video on a texture.
Maybe Ill make the painting bleed!!!!
I do have to admit the painting model looks sick in my opinion lol
And here we have our speed limit sign
Lastly the Town of Wicker Hollow will be modeled after the town
I live in mainly because there is alot of really old buildings for textures
and reference.
This is the reference image.
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I make every thing from scratch, except for humans I use makehuman then I chop the mesh
up and piece parts together.The only part of that Nun that i used makehuman for is the face
and parts of the upper body, hands and feet. My partner does characters but its hard to get him to actually
do anything except superhero's. And I kinda resent that comment that model in the last three screenshots looks good!!!
So Far I have 10 Hours invested in this character.
up and piece parts together.The only part of that Nun that i used makehuman for is the face
and parts of the upper body, hands and feet. My partner does characters but its hard to get him to actually
do anything except superhero's. And I kinda resent that comment that model in the last three screenshots looks good!!!
So Far I have 10 Hours invested in this character.
And we have Tentacles
Note: I am going to work on her hands, give her long fingers and I am going to put some form of claw on the end of those tentacles.
I need to reduce the poly count in the tentacles and smartly place the segments for when I add bones so that they can whip around and strike at you. But the cool thing is I figured out how to make the tentacles slither in and out of the nun's dress using key frame animation.
When you strike her body I want to have an animation that she does where she squats and drops a load of blood and maggots.
I took your advise and made the eye's bigger. You won't see the difference until I texture it again. Thanks for the advice it looks betterVirror wrote:Looks good so far, but she could use some bigger eyes, will make her look alor scarier.
Note: I am going to work on her hands, give her long fingers and I am going to put some form of claw on the end of those tentacles.
I need to reduce the poly count in the tentacles and smartly place the segments for when I add bones so that they can whip around and strike at you. But the cool thing is I figured out how to make the tentacles slither in and out of the nun's dress using key frame animation.
When you strike her body I want to have an animation that she does where she squats and drops a load of blood and maggots.