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Old 03-08-2007, 11:48 AM   #271
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Smile

i thought i should also join in with some wips...

here one goes...tri count is 3932....done the uv layout...!!!

next will be a texture update...!!!





cheers...!!!
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Old 04-08-2007, 03:19 PM   #272
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This time I'm going with something a lil' higher poly than what I usually make.
It's an anime-ish character, and I "borrowed" the style from a game called ALiBAT (Rozen Maiden game, for those of you who have heard of it).





Edit: Major update (I'm getting the hang of this higher poly stuff now, hurr)



Not sure if I'm happy with the hair yet, and yes, I am aware that the head is too large for the body, I'm not going for a realistic approach here :|



Edit: I don't want to doublepost, so here's another update. Pretty much done with the body, I think. I left out the toes because frankly, I don't see why I would need to model them ´_`
Now I just need to come up with an outfit, blargh.



Tricount is around 2400.


Yet another edit: Gave her a longer neck, thought the old one was too short.


Editediteditedit Because I hate doubleposting: Gave her some real feet, I just came up with a reason to make toes - I haven't made any before, and I need the training ~

Redid the feet because I hated them.



Differences include:
-Longer neck
-Tweaks
-New feet

Last edited by Rhauk; 04-08-2007 at 11:39 PM..
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Old 06-08-2007, 02:20 PM   #273
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First of all, your deffiniatly getting better

the face looks good... the polyflow looks good also, the only thing thats not that good is the nose, and the ears... and the chin/lower jaw. I'm talking about poly flow here also... I know poly by poly modeling is a nice way to go, but first start out with primitves... if you know how boolean works to to work with that.. that way you will have the optimal shape for each part...

Like if you made a face from a sphere.. you would have a nice polyflow automatically, lets say you will make an ear out if a very flat cilinder.. you would also have the best polyflow posible (imo) booleaning it will have optimal shapes for both of the features (face and ear) but it will be one solid object. the tricky bit will be maintaining the mesh flow because you now have merged 2 objects into one... So i would sudgest before booleoning it that you try to align the vertces as good as you can...



I find it quite weird that there isnt any hair "before" the ear.. they all go right behind it... off course, texture can "fix" it.

Also the body looks a little bit out of proportions.. might just be the manga-ish look tho...
The mesh flow on the body isnt that great imo... the shoulder will not be deformning well enough i think. I'd sudgest trying to make the mesh flow from her breast right into the shoulders. I again sudgest that you start with primitives.. you would get a nicer meshflow since primitves have a pretty solid mesh flow.

Anyways that enough for now... I gotta go back to work XD

Last edited by bb0x; 06-08-2007 at 02:50 PM..
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Old 06-08-2007, 02:31 PM   #274
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Rhauk: I won't get into the mesh flow because I don't know what you want to do with this character, but if it will be for animations, then a few areas like the shoulders will need some looking into.

As for proportions, she looks off because of two things, 1. her head is too big, and that is ok but mixing that with 2. long arms, throws everything off.
Shorten the arms and the whole thing will look that much better. Or, you can make the legs longer, it's up to you.
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Old 06-08-2007, 03:50 PM   #275
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Thanks for the constructive criticism, though I can't say I agree to all of it.
Here's a closeup of the face (with some minor changes from the last picture posted)


As you can see, there is hair in front of the ear. On one side, that is.


You keep mentioning boolean, and I know how to use it but frankly, I think boolean is one of the worst tools ever. It causes more trouble than it causes results, so if anything I'd merge the objects by hand, vert by vert. Now, I didn't do that in this case and in fact I can't even remember how I made the ear, but I don't see why the meshflow is so awful on it. I've also optimized the nose as best as I can without losing the shape, and without adding several loops all over the head some tris are necessary (breaking the overall "flow").
The jaw is basically just an extra loop added for roundness, otherwise it flows all the way down the neck so I don't see what's wrong there either.

What I do agree on is the meshflow of the body (especially the shoulders, I hate shoulders). Just checked and they deform horribly, so I'll have to redo them. Problem is, I don't know how.
As you mentioned, the breasts also break off the flow quite a lot, this is because I couldn't manage to get a decent shape without breaking it. Again, help is happily accepted +_+


Big Toe: I don't plan to do anything with it, it's just something I made for no real reason at all, but you're right about the deforming (since I will most probably rig it).
I can't see how you think the arms are too long, (or as you said "long arms". They go down to a bit above the knee, which is the avarage length of an arm (hell, I can touch my knee when standing with my arms down, but I do have pretty long arms).
The arms were originally shorter, but that looked very disproportional and off, so I lengthened them to what they are now. Same goes with the legs, though they were originally longer and then shortened.

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Old 06-08-2007, 04:53 PM   #276
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for the arms, when theyare down by her side, they should be in the area of the pants pocket. Anything lower and it will look off. I would say, take a look at your self, but you have long arms, wich could be good if your back has a nasty itch.
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Old 13-08-2007, 10:57 PM   #277
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warrior..

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Old 13-08-2007, 11:16 PM   #278
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looking nice achmedthesnake, but you could uyse more of color variations and color shading...just normal map looks like a clay guy...also some pores and desaturations/saturations on the right spots would work pretty nice
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Old 20-08-2007, 11:57 PM   #279
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a 498 tri toy robot model, made for the mini comp over at game artisans
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Old 21-08-2007, 06:13 AM   #280
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Klash120 how did you model the fence in your scene? thin cylinders? just wondering, im doing a highpoint environment atm.
btw your new project looks like it can really turn out awesome!

achmedthesnake nice model, you know if you played more with the specular color it can look so much better. like the skin has way to much specular, give the metal armor more spec and then make maybe some dirt on it with lower spec

also i think the normal map is inverted on his right arm.

BiG ToE-3DT i find the green guy kind of disturbing :P your robot got nice colors and with the background the simple thing looks really really good.
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Old 21-08-2007, 11:49 AM   #281
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TehWinterLord: Fence? scene? What? LOL. Ah yes, that environment piece...sad to say, but work on it has... um... diminished Anyways, I recall using a plane & used a grid procedure (Maya) for alpha + bumps. I've rotated the polygon's UV's to 45 degrees. I think that's pretty much to it

PS: Grande Toe~ Spiffy looking robot Mind if you post some wires & textures :P
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Old 22-08-2007, 11:23 AM   #282
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Mmm, I don't see any posts here in a while...so...

In progress Hires model of a M270 for normal mappiness~ Going to start on the low poly sometime soon!

And to go along w/ the M270, missles~


Happy vertex wrangling,
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Old 22-08-2007, 04:13 PM   #283
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Klash120: here you go:

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Old 24-08-2007, 12:16 PM   #284
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BAMF-tacular Toe~ Is that all you've used?? Just one diffuse map?
The render from above came out quite spiffy
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Old 24-08-2007, 03:17 PM   #285
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there is a oppacity and a bump/normal, but for the normal, I just used the diffuse map and filtered it with the nvidia photoshop plug-in. And the bump was just a basic gery scale of the diffuse. Ohh, and I did what you did with Kross, I rendered him/it with lights and shadows turned on, plus I had the self-illumination turned up to 100%.
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