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Leviathan - 3D Low Poly
*8Mb might take awhile to appear
Polys: 1105
Tris: 1759
My 4th attempt in 3D modeling. I made this for my 3D modeling assignment.
Now that I think about it... I think it's a wee bit too low poly.
Made with 3ds Max & zBrush
Based on Final Fantasy VIII's Leviathan by Tetsuya Nomura.
Polys: 1105
Tris: 1759
My 4th attempt in 3D modeling. I made this for my 3D modeling assignment.
Now that I think about it... I think it's a wee bit too low poly.
Made with 3ds Max & zBrush
Based on Final Fantasy VIII's Leviathan by Tetsuya Nomura.
Category Flash / All
Species Snake / Serpent
Size 720 x 576px
File Size 8.75 MB
I was almost going to comment "Aren't you mixing up Leviathan with Quetzalcoatl", but then I remembered something and had to check it... When I had FF8 as a kid, I renamed the summons for some stupid reason... And guess what? I renamed Leviathan as Quetzalcoatl and Quetzalcoatl as Leviathan.
God I was such an idiot as a kid :'D
Anyhow, a very good looking 3D model, overall. Would love to see more movement animation done to it, than a simple 360 degree spin. 8)
God I was such an idiot as a kid :'D
Anyhow, a very good looking 3D model, overall. Would love to see more movement animation done to it, than a simple 360 degree spin. 8)
I can see the seams on that model, you should be more careful careful next time. Also I can see the texture smearing around the folds of his arms, you should also watch out for that.
Other than that I would really wanna see this guy rigged and move around. This probably one of the best low poly models that I've seen :3.
What was the process of how you did this? Did you start off in Maya then do texturing on 3DM?
Other than that I would really wanna see this guy rigged and move around. This probably one of the best low poly models that I've seen :3.
What was the process of how you did this? Did you start off in Maya then do texturing on 3DM?
Yay, some constructive criticism! Thank you.
Yeah, I was frustrated about the arm too. No matter how much I fiddled with the UVW Map, it always turned out black. I'm guessing some of the topography was off. Too lazy to correct it at that moment :P
Actually everything was done with 3ds Max from start to finish, except for the color & texture mappings which were done in Photoshop and zBrush.
Yeah, I was frustrated about the arm too. No matter how much I fiddled with the UVW Map, it always turned out black. I'm guessing some of the topography was off. Too lazy to correct it at that moment :P
Actually everything was done with 3ds Max from start to finish, except for the color & texture mappings which were done in Photoshop and zBrush.
Personally I try to mix between Maya and 3DM. For the arm, I was taught that to avoid that sort of issue, you want some more edge loops, that way it eases on the stress of the model and it helps with texture smearing.
3DM is really good for a lot of things, but Maya has a lot to offer as well. The smoothing brush really helps "erase" the seam of the model.
On a personal note, one thing that is bothering me about the texture is how plastic it seems. I would really invest some time in skin shaders or adjusting the transluceny of the material.
What kind of renderer did you use?
3DM is really good for a lot of things, but Maya has a lot to offer as well. The smoothing brush really helps "erase" the seam of the model.
On a personal note, one thing that is bothering me about the texture is how plastic it seems. I would really invest some time in skin shaders or adjusting the transluceny of the material.
What kind of renderer did you use?
Thanks for the tip.
There were some limitations on this project given by the professor that prevented us fro using the program's full potential such as limited amounts of triangles, limited amount of mappings, and we were only allowed the Default Scanline Renderer. But despite all that, I must confess, I didn't put much effort into this piece because I was really sick of all the 3D assignments back then :P
About Maya, we were never taught about it (yeah, everyone questions the curriculum too), so I'm still completely alien to it. I'll probably try it someday when I have spare time.
There were some limitations on this project given by the professor that prevented us fro using the program's full potential such as limited amounts of triangles, limited amount of mappings, and we were only allowed the Default Scanline Renderer. But despite all that, I must confess, I didn't put much effort into this piece because I was really sick of all the 3D assignments back then :P
About Maya, we were never taught about it (yeah, everyone questions the curriculum too), so I'm still completely alien to it. I'll probably try it someday when I have spare time.
Yay, some constructive criticism! Thank you.
Yeah, I was frustrated about the arm too. No matter how much I fiddled with the UVW Map, it always turned out black. I'm guessing some of the topography was off. Too lazy to correct it at that moment :P
Actually everything was done with 3ds Max from start to finish, except for the color & texture mappings which were done in Photoshop and zBrush.
Yeah, I was frustrated about the arm too. No matter how much I fiddled with the UVW Map, it always turned out black. I'm guessing some of the topography was off. Too lazy to correct it at that moment :P
Actually everything was done with 3ds Max from start to finish, except for the color & texture mappings which were done in Photoshop and zBrush.
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