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Athey — 3d - Kotsu Boy mage

Published: 2007-08-15 21:08:18 +0000 UTC; Views: 6915; Favourites: 33; Downloads: 129
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Description 3dsmax and photoshop.

Haha - I think that those two glows for the wand marks the first time in like.. FIVE YEARS since I last used photoshop's Lens Flare.

I could have done in 3dsmax but it's so much quicker and easier in photoshop

um... what else... This guy is Miyuki (last model submited)'s little brother.
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Comments: 11

Gevaarvol [2009-11-08 15:56:54 +0000 UTC]

I like the character i just dont like the clothing, the short shorts, n legging things are just kinda fruity o.o

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Amyfan1994 [2009-05-09 01:36:13 +0000 UTC]

I saw your website through a link on a japanese name translator thingy, and I checked out your work. You helped my draw poses a little better than I used to, and I must say: Your work is FANTASTIC~!

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TheodenN [2008-07-30 23:52:30 +0000 UTC]

Is this 8-bit? Wow nice colors

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Athey In reply to TheodenN [2008-07-31 06:17:45 +0000 UTC]

Not 8-bit - didn't specifically hold back on colors or anything.

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TheodenN [2008-07-30 23:49:15 +0000 UTC]

I love your style and characters. You make me love 3D and 3ds MAX even more. Inspiring work.

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Athey In reply to TheodenN [2008-07-31 06:17:53 +0000 UTC]

Thanks ^^

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aliginge [2007-08-15 21:35:26 +0000 UTC]

Just curious, but is it that common to use multiple textures on a character? Say for instance my target platform was a current-gen handheld.

Also curious: How'd you do the hair?

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Athey In reply to aliginge [2007-08-15 22:20:38 +0000 UTC]

At work we use an average of 5-6 textures per character. It's actually imperative that we do. With the PSP, and our engine, we only get 16 colors per texture map. Well if you unwrapped an entire character that has grays, blues, skin tones, etc. and then had to convert that to 16 colors, you get nasty dithering and loose all your depth and detail. So a shirt gets it's own texture, the pants get their own texture, shoes get thier's, the hands get their's, etc. etc. That way, if we've got blue jeans for the pants, we get 16 shades of blue/gray, instead of trying to share it with so many other tones.

It's also nessecary if you use a part swapping system for customizable characters.
The hair was a 512x512 with alpha (tga file). Realized I forgot to mention that in the image... oh well.

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aliginge In reply to Athey [2007-08-16 01:47:37 +0000 UTC]

Cool, extremely useful stuff Athey, thanks

Do you happen to know anything about doing textures for a DS game?

I may possibly have a job with a small DS company doing texturing work and I'd like to be even a little bit informed as to the capabilities of the machine, polycount, what sizes my texture tiles can be, whether there is a limitation on the number of colours per texture, that sort of thing.

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Athey In reply to aliginge [2007-08-16 17:29:31 +0000 UTC]

Don't know any specifics on DS specs, but I imagine is similar to our restrictions but probably a bit tighter. The PSP's max texture size is 256x256, but we NEVER use them because it's a drain on the system to load them. We never use anything larger then 128x128. Lots of 64x64 as well.

To make a texture 8-bit (16 colors) change the image mode to index and set it to local selective and enter the number of colors to 16. You can choose 'custom' from the Forced: drop-down menu and choose specific colors that you want to keep in and it will force that color to be one of your 16. When I'm doing this, I have preview on and see the areas that are sucking, then I uncheck preview and go into custom and select a color from the area that it's not converting well. Then okay, and turn preview back on to see how it's working. Just do this till it looks less sucky.

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yudu1789 [2007-08-15 21:08:52 +0000 UTC]

reallll

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