Undead Knight game character

1714 triangles with 1024x1024 pixel diffuse, normal, and specular maps. Textured images are screen grabs from the preview window. All work was done in Blender and Gimp. Special thanks to SoylentGreen for his bronze-voronoi material that was used as a base to create the metal texture.



Links to the full sized images:
http://www.flickr.com/photos/[email protected]/2988466656/sizes/o/

http://www.flickr.com/photos/[email protected]/2987611323/sizes/o/

Looks like good work… I’m having Quake reminisces with this guy, lol. Only room for improvement I can see would be the hands, which seem a unnatural looking.

An update with better lighting.

Full sized versions of these images can be found here:
http://www.flickr.com/photos/[email protected]/2988240331/sizes/o/
http://www.flickr.com/photos/[email protected]/2988242031/sizes/o/



It’s an undead knight. I think it’s supposed to be that way. Although, in the side view the hands do seem to be square and boxy-like…

I think it’s perfect for a game. Low poly, but still looks good. It won’t blow anyone away, but most individual meshes for games don’t.

nice model! the wire frame doesn’t seem like it’s 1700 faces but maybe it is… or maybe most of the geometry is in his hands?

Subsurf can add a lot of faces. Just level 1 subsurf quadruples the amount of faces, level two quadruples the amount of faces lvl 1 makes, and so on. Level 6 subsurf makes a stunning 1024 times the original amount of faces. At least this is the case when I apply a subsurf to a mesh, I think it’s the same in the render.

yeah but that model isn’t subsurfed, is it?

The hands are adding around 500 polygons to the model, so I could cut allot out just by making the fingers non-articulated or even by removing the fingers entirely. Doing that and cutting the extra loops out from around the joints would get the poly count down below 1000, but it would make the model look very bad if it were ever animated.

Good , alter the hands …

Maybe give him mitten-type gauntlets?

Wow cool. Got any test animations?

No animations yet. Im going to be making 3-4 different character models and some game environments, then go back to do rigging and animating all at once.