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Old 13-11-2009, 05:47 PM   #16
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xxxcubanxxx: Yeah, legs are something I find really hard to model. Especially the thigh/hip area.
Pogimonz: Gah, it does have the Resident Evil look. no time to change things. Ah well.
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Old 14-11-2009, 08:30 PM   #17
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Small tweaks and such.
I think i'm fairly happy with the placement of the basic forms now so I think it's about time to start the detailing.
I also need to do the weapons, not too sure about those yet.
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Old 14-11-2009, 08:43 PM   #18
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forms look good dude, kick some ass on the detailing & and this will rock.
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Old 14-11-2009, 08:51 PM   #19
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nice progress, you did everything in Blender, I would have liked to see the progression in Blender, it would have served to learn, I'm starting over but I love this soft
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Old 14-11-2009, 09:55 PM   #20
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Blender is ace. I'm really liking it atm. When I first looked at it some 8 years ago I couldn't make head or tails of it. but a year ago I took another look at it and loved it.
The 'solidify selection' script in mesh edit mode is really ace for making peices of armour and giving thickness to things like clothing.
Blender's keyboard shortcut based modeling system really is fast once you have taken the time to learn them.

Sorry for not posting all that many updates, but I kinda get into the flow of things and not think about much else than modeling.
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Old 16-11-2009, 12:39 AM   #21
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Trying the blender sculpting tools. They are not that fast, but can produce fair results.
Not sure whether to go with tight trousers as in the concept or more loose as i've sculpted here.
Leg proportions still needs some work. This was only a test.
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Old 16-11-2009, 01:46 AM   #22
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I think either way looks good, I prefer the tight ones anyways you are always gonna have a bit of wrinkles even if it is super tight.
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Old 16-11-2009, 07:24 AM   #23
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looking good. I think a little loose on the trousers will look cool. Like wise, the Left leg is OK.
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Old 16-11-2009, 11:01 PM   #24
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Working on the boots.
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Old 17-11-2009, 12:23 AM   #25
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And another boot update.
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Old 17-11-2009, 10:43 AM   #26
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oO! very nice details! I would like to know Blender as well!
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Old 17-11-2009, 09:28 PM   #27
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Checking the scale of the main weapon. It's supposed to be large.
Modeled the glove details in and cleaned up bits here and there, probably unnoticable. Also reworked the legs, still not happy with them, but probably will never be.

Blender is a great application, I really like it's modeling tools. There are few programs where you can work in one single maximised viewport and do most of your modeling without having to show any toolbars or options windows. Using shortcut keys to do things like extrude, bevel, join faces, cut, smooth, etc. I'd recommend taking acouple of hours to try to get to grips with the modeling tools. I initially found the whole right click selection a bit awkward at first, but now it's second nature. (also there's an option to make it left click select instead for those who really dont like it).
Pity Blender (I'm using Blender 2.49b) currently can't handle high polycounts all that well. But it is being re-written atm with Blender 2.5 (currently in testing); which is supposed to have better optimisations for sculpting and the opengl viewport, here's hoping that it does handle large polycounts better.
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Old 19-11-2009, 02:43 AM   #28
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Starting on the main weapon. Sorry to all the weapon fanatics out there as to the poor design, i'm kinda improvising as I go.

I'm thinking that the clips will contain some sort of biological weapon infused projectiles that are deadly to demon-esque beings. Will probably make the clips glow a bit. Will wait for the texturing stage to play with that.

I'm always slow at hard surface modeling, but hope to get this done in the next day or so. As I aim to get all the high poly model done by the weekend. Then have a week to do the low poly and baking/texturing. Isn't really all that much time left.
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Old 19-11-2009, 03:31 AM   #29
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dude gun is looking sweet.
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Old 19-11-2009, 10:06 PM   #30
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OK, pretty much done the main weapon. Smaller details I'll add in with the nvidia normal map filter in photoshop during the texturing stage.

Guess it's onto the fine details on the clothing now. I'm probably going to split the model up into seperate files so blender won't freak out about the poly count. So I can use the blender sculpting tools.
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