View Full Version : Char WIP: Female Egyptian Fighter
15-07-2003, 03:37 PM
She should turn out to me an egyptian fighter, poly count not important yet I intend to model her using all the raw materail need and optimze her later, Think she needs more of a super hero look
oh head not attached
15-07-2003, 03:39 PM
15-07-2003, 03:39 PM
Would luv get some feed back of what you all think
15-07-2003, 04:30 PM
nice, those images are little small, but from what I can see pretty good, I like it
some wires and numbers
15-07-2003, 05:52 PM
Bigger images can be found here
16-07-2003, 05:16 PM
16-07-2003, 05:17 PM
16-07-2003, 06:26 PM
Her sholder pads, waist straps and skirt arnt attached to her body should they be:???: :???: :???: ,nor is her head peace to her back:???:
16-07-2003, 09:25 PM
Looks cool. She reminds me of the gals in The Mummy...that second part. Waiting for texture n rig :D!
Crazy design, I love it. Whats her poly count?
19-07-2003, 04:58 PM
Goj, thanx shes about 2300, trying to get her closer to 2k
20-07-2003, 01:45 PM
Accessories don't have to be attached to the body. Of course this can depend on the engine that runs the model but most engines todeay should support this since I know that Quake III does.
21-07-2003, 02:38 PM
Emperor thanks for the info, I may leave the sholder pads off the final design altogether, replace it with a big tat, got my book on egypt out and should have her unwraped and textured within 2-3 dayz... I hope
Nice, she looks like she could be one of the nubian fighters in Unreal 2k3. Except that they have a little more clothes on. :D
Keep it up man.
21-07-2003, 09:16 PM
you might wanna lower the polycount, try to get it around 1800.
and ssssshhhhh goj, i would love to see this ingame as it is. It would be better without those little plates on her tits though :p
21-07-2003, 09:54 PM
Whats wrong with this polycount Sniper??
22-07-2003, 10:06 AM
Those plates on her nipples arnt staying she has a top which i shall texture on thanks for the c&c
22-07-2003, 04:22 PM
nothing wrong with it, but it could do with more accesories, so if the body polycount went down, more room for accesories.:D
why add a top :grr:
22-07-2003, 11:39 PM
why add a top?
So that if she ever makes it into ut2003, people under the age of 18 can play with her hehe
I'm not saying there is anyhting wrong with her outfit, but that the nubians in 2k3 have more stuff on. I like it the way it looks, and I wish it could stay like it is.
23-07-2003, 01:17 PM
What would you add?
23-07-2003, 04:11 PM
Whats happened, uvmaping/unwraping this model have a edit mesh in the stack and now every time I detach an element it does this :'( never seen this before....HeLp PlEaSe...
23-07-2003, 04:58 PM
Yeah this happens to me all the time too. It's a real pain in the ass. You just have to grin and bear it I'm afraid, You'll just have to pull the verts over and re-construct the element.
23-07-2003, 10:43 PM
man that must be a bitch to work with
24-07-2003, 09:25 AM
MonteCristo-3DT, is this a max problem or a problem with the method im using and if it is a problem with max arnt there any scripts out there that can help, oh an will this happen every time or just when max has a bad day ???
btw thanks man
24-07-2003, 09:39 AM
As far as I can tell it's pretty random. It only ever happens when you detach some pieces of a mesh to an element. I'm not sure why it does it, but it only does it sometimes. It shouldn't take too long to pull the correct verts over as it's usually the verts on the extremeties that are affected. I know of no scripts to rectify this problem. Sorry mate.
24-07-2003, 09:40 AM
Perhaps, try again, but do a reset x-form on the mesh and then collapse the stack first. This seems to help a lot with unexplained wierdness.
04-08-2003, 02:32 PM
Heres the base colours, doing a lil more research before I try and paint my first texture
05-08-2003, 04:49 AM
No, sorry I didnt see this earlier. There are two things to do.
well the preness
Check your model to make sure every poly is selected. then in the edit uvs, select those verts again to make sure.
You need to BREAK your model first. and then DETACH it. and then move it away if you get a nasty verticy like that, just undo take note where it is select break and detach again.
05-08-2003, 08:53 AM
lockdown2000 I didn't quite understand everything you were saying?
I have how ever uvmapped/unwrapped my model using a different method :) but would still like to what you meant when talking about steeds method:p
05-08-2003, 06:46 PM
This is what I do.
Lets say I have a sphere. I then add a Unwrap UVW's to it. and unroll it to be able to select the faces. I then select the faces I want to edit. I then hit EDIT.
When the UV editor thing comes up The highlighted Faces are now highlighted Vertices in the editor. I then go to TOOLS--BREAK and then TOOLS--DETACH EDGE VERTICES. Then I can drag away the section happily. And if I forgot a verticy, or in your case like if there is a verticy that is still attached. I just hit undo. Take not of where that little b* was :) make sure I get it in the selection break and detach it again. THen I just start to arrange them on the uv mapping plane. After that, I sometimes FLATTEN the map and PACK it. But as I do the breaking and detaching myself I have no need for that.
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