Rigged, textured elven archer
Author:
Wednesday, February 15, 2012 - 11:05
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Polycount (about):
8.5k tris body
3.5k tris head
2.5k tirs bow
700 tris hair
Tex:
body 2k
head 1k
bow 1k
hair 512x512px
Just a simple evlen archer:)
btw. shaders are blender specific (skin has a fake sss and cloth uses ramp for specular)
Special thanks for Julius for his OGA rig :)
File(s):
ELF_rig_057_fin.blend 62.8 Mb [869 download(s)]
Comments
Looks pretty epic, at least from what I can see on the screenshot. However, don't you think 60 mb are kind of huge for a single model + textures? Anyway, good work.
Neat... but I will probably have to work on my rig some more... it is somewhat broken :(
CruzR - thanx :) I think so too but hadn't any better idea for textures than .tga [png takes a lot more time to save especially when I was working on 4k or 8k]
Julius - thank you :) your rig is very good - the only difficult part is when I need to change proportions [eg. it was easier for me to copy fingers form control armature, add constrains and join with deformer than adjust deformer bones]. also a good thing would be changing capital leters for normal (eg. .R -> .r) [some exporters don't like big letters :P]
ps. but I really like the rig :D
Yeah those are some of the problems... I have saved your feedback in my rig folder and will try to fix that next time I work on it (don't wait for it though... right now I can even use blender on my laptop due to GPU problems).
If you select "Compress" when saving it will only be 35 MB.
Some notes on it:
A good-looking model and a good source for an inspiration. You must have had good referencies while creating this. Tri count is high but may be acceptable for a main character. However, using this in a game would probably require all other models to be in high quality as well. Thanks for the model!
rohezal - thnax :)
MrBeast - thank for comment :) presentation wasn't most important (also I wanted a neutral lighting) but I must disagree about sss - imo it's very important (gives bluish tint and head doesn't look like plastic). about ao I wanted only approximation - I assume that in game it will be turned off and there will be ssao :)
lancel - thanks :) I was inspired by Warhammer art (you can find some great concept here: http://warhammeronline.com/conceptart/index.php)
Human models are very welcome additions indeed!
I think I'm going to have some practice fun with those warhammer concepts too...
Hey can i use it in my video game? :))
@itszed: See FAQ entry #1 and let us know if you still have questions. :)