1. #1
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    Default Polycount Brawl - Street Fighter 3 - HUGO - Nori

    I'm a big Hugo fan, and since being ignored for SF4, thought it would be good to bring him back in this comp.

    I want to remain faithful to Hugo - slow, half witted etc. But I can see his accomplice, Poison, completely hating his choice of wardrobe - particularly his old school wrestler's outfit.

    So Poison decides to dress him up so they look more like a team - rebellious biker type outfits.

    Thanks for looking, c&c appreciated

    workinprogress001.jpg

  2. #2
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    workinprogress002.jpg

    mini update of Hugo...

    and for reference this is his original

    3s01.gif

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    AWSOME!

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    It looks amazing! I like the proportions and the outfit, I can't wait to see him textured. Nice job.

    Regards.

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    workinprogress003.jpg
    workinprogress004.jpg
    thanks for your comments. another mini update and paintover of direction.

    QUESTION: The texture size seems small for this comp - 2048 x 2048 for everything. Do you guys think I should mirror the UVs or do you think I can get away without doing it?

    thanks

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    workinprogress005.jpg
    low polying now. wonky everywhere, but just toucching base.looking great everyone

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    Nice work. Really. My only critique is that your redesign is eerily like Marvel's character Random, before he morphs his hand into a gun.

    http://media.comicvine.com/uploads/0...607-random.jpg

    I get where you were going with it and why you redesigned the way that you did. Still.... Mighty similar. Slap gun in his hand and I'd have thought this was the character you were doing. (Actually, that's what I thought anyway - before reading the title.)

    Whatever. Good work. Keep it up.

    BTW: 2k texture is about right for a comp like this. Had this not been a fighter, I'd have even said that it's a might bit generous for some genres and target platforms. If you're having problems with space, evaluate how you're giving space to your UV islands. Figure out what areas require the most space and which ones would benefit from symmetry or shared texture space. Given the basic symmetry of his design, I can certainly see how he'd benefit from symmetry to portions of the texture too. 2k is totally manageable for a character like this. Game characters have done with far less. That's part of the art and par for the course.
    Last edited by cookepuss; 05-02-11 at 08:04 AM.

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    workinprogress006.jpg

    Thanks Cookepuss. You're right it does look like him! For now, since it's just a little bit of fun I'll keep going with it, but thanks for picking that up! And thanks for the advice too, I'll see if I can implement it.

    And not sure how much more time I can have on him. But here is an update on Hugo. Not sure when I'll get it all done. Also I have to setup a polycount account

  9. #9

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    like i love

    i found chain little hard

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    nori-hugo01.jpg

    well, this is about as far as it goes I guess. I'll post up everything else later.

    Thankyou zbrush central community for your support

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    nice pose of the character, good model as well =) , maybe add some more dynamic lighting?
    ZbrushCentral Sketchbook

    Check our my blog you FOOL!!!
    http://ajdinbarucija.blogspot.com/

    It hold wonders, joy, and magical bliss !!!!! O_O

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    HE started out pretty generic and then I saw you change proportions on the legs and it changed the whole thing! Great Job! Caught my eye.

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