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3 Dimensional Chat / Roman Soldier- For God of Time

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Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 9th Oct 2006 22:16
Thanks to the help of photoshop human skin and face tutorials and mosltly my older brother's friend (amazing artist), the Roman Soldier is complete for my game,




I've also posted this in my game's thread


Robin
21
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Joined: 22nd Feb 2003
Location: United Kingdom
Posted: 9th Oct 2006 22:37
Yeah - looks very nice Maybe the shield and sword textures could do with a little improvement though. Is it animated too?

Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 9th Oct 2006 22:49
Nope, no animation yet. Thanks!


Gil Galvanti
19
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Joined: 22nd Dec 2004
Location: Texas, United States
Posted: 10th Oct 2006 04:08
Nice . But maybe you could add more armor or a cape or something, it looks like he has tights on .

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aticper
18
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Joined: 27th Jan 2006
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Posted: 10th Oct 2006 04:24
Looking good!

Only thing I would suggest is that you scale the face texture down a little - it looks a little too big.

Other than that, great job.

I'm not paranoid. Stop thinking that I'm paranoid!
Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 10th Oct 2006 04:26 Edited at: 10th Oct 2006 04:28
Well, I thought about that for a while. You see, there will be tons of roman soldiers. I'm trying my best to keep the framerate as well as possible, while maintaining good graphics. If I were to add a cape and armor, the poly count would be higher than the limit I set. Anyways, you'll be looking at the roman soldier from far away... I could create a high poly version for cutscenes though


Thanks, any other?

EDIT: Thanks aticper.. but I thought the face was correctly scales because he's wearing a helmet... anyone else think the face is too big?


greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 10th Oct 2006 06:25
tons = ??

100 soldiers at 1.4k a piece....i mean...you could to that model in 800 polys and still keep the detail...

The texture is certainly better than your earlier ones.

Regards,
greenlig

Blender3D - GIMP - WINXP - DBPro
Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 10th Oct 2006 23:59
Really? Well Greenlig, I'l work on it. I'll add detail


greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 11th Oct 2006 01:02
Thats probably not neccessary, cause the texture does its job there. If you want lots of them running round though, I'd suggest making him with a few less faces. It wouldnt take too long to re-do him.

Looks promising though.

Regards,
Greenlig

Blender3D - GIMP - WINXP - DBPro
Benji
18
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Joined: 17th Dec 2005
Location: Mount Doom
Posted: 11th Oct 2006 01:33 Edited at: 11th Oct 2006 01:34
100 soldiers would = 140,000 polys

Not exactly low poly for a soldier in the distance...

Visit my Airplane Engine thread in the WIP board.

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