Quote: "thats Tight Raven,
I didnt know you were still posting over here!
cant wait to see the textured version! "
Thanks, though your timing as ever is quite bad man.
I decided about a week or so ago to leave the forums, in-fact if you hasn't responded this would've been left to fall in to obscurity.
Focusing on my live space more now, feel it's probably better for my sanity hehe
No one can ever find it through messenger so
http://robertlettan.spaces.live.com
You still on Polycount? As think I may return on there again.
Quote: "Get rid of those points man! Thats just sloppy!"
It's called a style, not being sloppy.
Quote: "Also, is the skirt made of steel? I am confused as to how it is poofing up in the back. Model looks good, you just got a little sloppy with your geometry"
The parts that stick out oddly, are actually on purpose.
Although I probably could've got away with having them lay-out flat, they would cause them to stick out (pretty much the way it is right now) without the room to bend and curve.
As it is, it'll take a few second to fall to a relaxed position curving around her with the way it is done. There is method is seeming madness.
Quote: "the topolagy is slightly messy in afew places, triangles that could be merged into quads and the edge loops would be better evenly spaced on the cape. I like the design of the character."
When you export a model, it will automatically triangulate.
While I could change some triangles to quads and leave it to do the triangulation; it could end up with them being the wrong orientation. So I have a common habbit of making sure to set the triangle edges on those that need to be a specific orientation for animation purposes.
If I was using double the triangle count, I'd probably have far less of them as it wouldn't matter so much. The budget though (the actual girl herself is only 2,500) there are still some areas that really need a personal touch to keep looking right for animation means.
Quote: "What's up with the extra polies on the left arm, is it a type of armor?"
Shoulder Armour, wasn't sure if I liked it mind or that it fit well. Had a play with other armour types since mind, and come up with some combinations I do like and feel fit well.
Also done a handful of new weapons, like swords, bows, and guns.
In-fact one idea I did have just before christmas was that each melee weapon would double as a ranged one.
Will show off the fruits of those experiments on my blog.
Quote: "Quite nice, a clean looking model, stylized, good use of polygons. With a good texture she'll be awesome."
She does, especially with some simple shader materials.
btw have not forgotten about what I said I would do for you, just didn't expect to end up in wales for almost 3weeks.
Since being home I've taken the time to finally kick back and relax for Christmas. Will probably send you an e-mail over the next few days about it all.