Apotheosis human model.

Models, Sprites, Concept, ect...
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Dizuki
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Joined: Tue Jun 22, 2010 9:10 pm

Apotheosis human model.

Post by Dizuki »

Here is my first attempt at a quality human model.
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Last Known Hero
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Re: Apotheosis human model.

Post by Last Known Hero »

Definitely a good start. Make sure you are using reference pictures, especially to start!!
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Power3DArt

-Current Project: Fault [Pre-Alpha]
Dizuki
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Joined: Tue Jun 22, 2010 9:10 pm

Re: Apotheosis human model.

Post by Dizuki »

I have been, the eyes are proveing to be very dificult so i'm moveing onto hands
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Last Known Hero
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Re: Apotheosis human model.

Post by Last Known Hero »

The face can be one of the hardest things to get down pat. We see so many faces so if you make a mistake on the smallest detail it will throw people off.

http://www.secondpicture.com/tutorials/ ... s_max.html
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Power3DArt

-Current Project: Fault [Pre-Alpha]
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Jackolantern
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Re: Apotheosis human model.

Post by Jackolantern »

It is also the one part that humans are the most sensitive to. See the "uncanny valley" effect.
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Dizuki
Posts: 217
Joined: Tue Jun 22, 2010 9:10 pm

Re: Apotheosis human model.

Post by Dizuki »

Yah i must say, i like doing non-human models better. I think the poly count is way too high for me to use in the game too.
Dizuki
Posts: 217
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Re: Apotheosis human model.

Post by Dizuki »

Sorry for the lack of updates, lack of time but i've been working on it, i got some updated footage. . . . and box pants!!!
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Jackolantern
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Re: Apotheosis human model.

Post by Jackolantern »

Rock on in those box pants! 8-)

Nice stuff!
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Dizuki
Posts: 217
Joined: Tue Jun 22, 2010 9:10 pm

Re: Apotheosis human model.

Post by Dizuki »

Hell yah, after i master game design i'm going to be a fashion designer. 8-)

Good thing you can never truely master game design. . . Always something new to learn.
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