http://www.arinrobinsonart.com/selphiehtml/selphiefullbody.html
Ok so recently I have been working on a character from an old PS game (that’s right the first one) and I’ve been modeling her higher poly with larger resolutions. This character by the way is named Selphie and she is from Final Fantasy 8, yet another square-enix character. I know that most of my other artist friends out there say I should broaden my horizons and do stuff that isn’t Japanese but hey, their games are the reason I went to school for this anyways, in fact the opening intro of FF8 was the reason I went to school for this stuff. Anyways now that I totally went off topic there, let’s get back to how I feel this new model is going.
I used absolutely too many polys and way too high of texture resolutions… but given the fact all I wanted to do was make something that looked nice I didn’t really care too much. when I started this project it wasn’t like my more recent ones where I would like to use a lower res map and lower poly standards (i will post pictures soon of newer projects, one is based off an old zelda game!), I just wanted to make something that looked as good as the artwork coming from square-enix now. It seems however I have hit a peak with myself and have not been able to pass that peak without seeing how the professionals do things. I have learned a lot in all this time but no matter how large the texture resolution or how many polys I use, I can’t match up to the detail their senior artists can do. I still feel that with this one assignment I gave myself I have learned a lot and made a nice looking model in 3D. This was a good opportunity for me to practice not only high poly modeling but normal maps, spec maps, and much more. I didn’t realize how much I knew until I went all out on this model. I’m not entirely happy with it yet but I will surely continue to work on it in the future…