View Full Version : Intergalactic Warrior thingy
24-10-2004, 04:55 PM
Inspired by Jason-Lavoie's space marine, I decided to have a go at a low poly character. I have only done a couple of these before so be gentle. C&C welcome. I'm still working on the textures.
24-10-2004, 05:05 PM
Pretty happy with the texture layout. I spent quite a while getting this sorted for once instead of just rushing this part. I still find setting up UV's pretty tricky but I think I am getting better.
24-10-2004, 05:07 PM
Oh yeah! Nearly forgot the wire.
24-10-2004, 09:05 PM
Still. Think I am about ready to start rigging.
This, along with UV unwrapping is my worst bit.
It seems like modelling, texturing and animating are play, but UVunwrapping and rigging are work. You know what I mean.
24-10-2004, 09:14 PM
Before you call it quits, I'd suggest you add a rebreather unit along with some tubes to his helmet, and also work on the visor a bit. Either take out the little split in it, or make it separate glasses and it should come out even better.
24-10-2004, 09:38 PM
For the rebreather tubes, that was the original plan. With tubes going from the facemask, over each shoulder and into the top of the pack on his back, but basically I got afraid of how to rig something like that. But you are right, it looks odd without them.
I plan to be using character studio for rigging so any tips on how to add some bones for the tubes or some kind of spline or something would be much appreciated.
24-10-2004, 10:00 PM
OK. Quickly thrown in some tubes. They need a little tweaking but you get the idea. Thanx Julhelm for making me go back and put them in.
Now how would you rig them so that when he turns his head they move in a realistic way?
Can you attach an IK spline to a CStudio rig and if so HOW?
Never got on with IK and have shyed away from it up till now.
As for the eyes btw, I kinda like them separate. Like bug eyes or something. Cheers for the crits though.
24-10-2004, 10:16 PM
looks really good can't wait to see it finished.
I don't know how I missed this thread. The textures look sweet!!!!
I've always wanted to do some kind of mask with tubes like yours. And I've always had a theory of how to rig them so that they do what you want them to do.
I was thinking that if you add half of the influence to the tubes from the chest. And and the rest from the head maybe it should work. Try it, and let me know if it works. Of you could just add bones to it and animate it by hand.
25-10-2004, 01:48 AM
OK. Final textures with rebreather tubes. I might try and do something with the boots but for now, RIGGING!!!:( :( :(
25-10-2004, 02:52 AM
You're right Neto. Don't know what I was worried about. The tubes that come over the shoulders are influenced by the clavicle bones and the ones that come from the mask are influenced by the head. The ones in between just blend the two together.
So far it is working nicely.:D
25-10-2004, 02:55 AM
Why is the back of the helmet open?
Makes no sense.
25-10-2004, 03:20 AM
Julhelm, it's like the uru'kai (not sure how to spell that) in the Lord of the Rings. This guy will not run from a fight so there is no need for armour back there. It would just be extra weight for no reason.
All his armour is pretty minimal, especially round the back. He's built for speed.
Also I was originally thinking of having predator style dread locks coming out the back. I still might add them 'cause I am a bit under my 2000 tri limit. Plus they would add quite a lot of interest when he is in motion I think.
27-10-2004, 10:12 PM
Just a note to say that it seems as though your texture map contains lots of mirror images of the same map (one for each side of the body).
In the software I use, (blender), you can overlay two unwrapped areas to use the same texture, halving your space required! This can allow for much more detailed areas.
Great model by the way. How many polys?
27-10-2004, 11:59 PM
There are 1820 polys in this guy.
I could have used mirrored maps for some parts, but I am not completely sure what is going to happen to him in my animation yet, so I like having the flexibility to add blood and dirt to one side and not the other.
I am sure ultimately some bits could have been mirrored and will never change, but I do like having different maps for either side, especially on the legs and arms 'cause I think it stands out a mile when you use the same ones. But you are right, boots and hands and little things like that, no-one is going to notice.
07-11-2004, 08:15 PM
Nice model, no real crits, erm whats the pol count and what package you using for modeling tool?
08-11-2004, 06:03 AM
Like it says above, about 1800 polys although I have made a few little changes since then. Nothing major. He was done in max.
Glad you like it. Cheers.
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