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Old 19-11-2006, 05:14 AM   #46
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Randize : thanks muchly, making fantasy characters is my favourite. im just trying all sorts of things now to learn more
Big Toe : thank you also, hrmm i see what you mean but ive been using a reference photo from 3d.sk and followed it pretty much to the t, i might try another model to see some room for variations

Edit: Update on female model


Last edited by freesupra; 20-11-2006 at 10:29 AM..
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Old 21-11-2006, 03:21 PM   #47
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Randize : thanks muchly, making fantasy characters is my favourite. im just trying all sorts of things now to learn more
Big Toe : thank you also, hrmm i see what you mean but ive been using a reference photo from 3d.sk and followed it pretty much to the t, i might try another model to see some room for variations

Edit: Update on female model

Hi there, very nice work. Im trying to make a female body too (Ill try to post screenshots later). I like the way you have the wire. Its so clear... How did you make the joints? Is there any good method how to make a good connection between arms and body (shoulders- in human language)?
Could you just take a look at my model to tell me what could be wrong? Id like to learn how to make a perfectly animationable model. Heres the model, its abe from Abes Exodus:

Last edited by Ghost-D; 21-11-2006 at 03:28 PM.. Reason: adding some questions
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Old 21-11-2006, 03:38 PM   #48
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I figured I post something old, but new, or whatever........ This took about 2 ish hours, just playing around.........






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Very nice face. How did you start? I always star with eyebrow and continue extruding the polygon down the face (to make a nose) and to the side (to get the basic shape of the head). But I always have problem to make good-looking nostrils. Whats your progression?
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Old 22-11-2006, 11:53 PM   #49
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i got a question, and i think this is thread to ask, how do i create those single, 2-sided polygons used to create hair, feathers, leaves, etc?

havent been able to find an answer...

cheers
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Old 23-11-2006, 12:34 AM   #50
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it's called a plane. For hair, I like to model out the head, then in poly mode I select the "hair line" of the head, I then shift scale that highlighted portion. That creates a new object in the shape of the head. Then I edge extrude from there to get the look I want.

For a feather, take a plane, no segments. If the feather has a shape(bend or twist) add a few segments and then use your textures and oppacity maps to give the idea that there is more geometry than there really is.
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Old 23-11-2006, 01:08 AM   #51
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right, ok. so just a standard plane. and to get it 2 sides i put on backface cull or something?

(damn, i feel like an idiot asking this :s )

thanks for the quick reply btw
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Old 23-11-2006, 01:37 AM   #52
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for 2 sides, in the render, turn on 2 sided material, but for viewport, yeah you need to turn on the backface cull.
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Old 23-11-2006, 06:22 AM   #53
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Ghost-D - the way i made the arms is from a cylinder, same as the body and then just modelled them and then joined them together and tweaked the verts till they looked like shoulders.. sorry cant really explain it anymore than that, cause im still learning how to make nice deformable meshes i couldnt really offer too much advice on a good way to make deformable meshes, but to me your abe model looks like it would deform well enough
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Old 23-11-2006, 11:43 AM   #54
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Old 23-11-2006, 02:15 PM   #55
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mine so far

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Old 23-11-2006, 03:42 PM   #56
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Ghost-D - the way i made the arms is from a cylinder, same as the body and then just modelled them and then joined them together and tweaked the verts till they looked like shoulders.. sorry cant really explain it anymore than that, cause im still learning how to make nice deformable meshes i couldnt really offer too much advice on a good way to make deformable meshes, but to me your abe model looks like it would deform well enough
Thanks anyway. I have to learn a lot about deformation too. Hope Ill have some more time to work.
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Old 23-11-2006, 06:17 PM   #57
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Old 23-11-2006, 10:28 PM   #58
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Well that's wicked big toe, very 'eye cathing' textures . Love it, but it kind of hurts my eyes if i look for too long
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Old 23-11-2006, 11:32 PM   #59
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Big Toe, could you show us the texture sheet? with all respect, texturing is what you should be focusing on, it seems to be your weakest point. the face looks very good, but in other places you have some bad seams and repeating patterns.
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Old 25-11-2006, 12:50 AM   #60
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heres the texture map. I'm redoing the zebra pattern to more of a zebra stripe. Also, the face needs alot more work. "A Texture Artist, I Am Not"
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