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Author   Topic : "orc 3d mesh"
DRAGooN of deranged
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Joined: 22 Mar 2001
Posts: 112
Location: markersbach, germany

PostPosted: Tue Jun 12, 2001 1:46 pm     Reply with quote
well.. i know it's not the best, but i'm still pretty new to 3d modeling, especially lowpoly modeling

this is the generic orc mesh, for the new (and first really ^^ ) demo of our demogroup deranged.. and wie will 0wn farbrausch and haujobb with this ,)
i had a few problems with the uv map, since i simply can't fall in love with that uv map function of lightwave 6.0 ..
maybe some of you guys have some uv mapping tips for me? ,)

okay, talked enough, here is the orc:


and the skin:
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feebsaint
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Joined: 09 Jan 2001
Posts: 353
Location: West Valley City, Utah, USA

PostPosted: Tue Jun 12, 2001 2:23 pm     Reply with quote
Actually... I think the guy is pretty cool, in a hilarious way. He's got character... I'd love to play a game with him in it, with less-than-intelligent grunts and shrieks coming from him... dunno if this is the plan, but he seems almost too ...comical... of a beast (this is a good thing, btw) for me to be freaked out by him.

Like I said... I dig the dudes character. Kudos.

As for UV mapping, I could offer you tips, but only as far as 3DS Max is concerned.. or... *ahem* ... Animation Master.
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DRAGooN of deranged
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Joined: 22 Mar 2001
Posts: 112
Location: markersbach, germany

PostPosted: Tue Jun 12, 2001 4:40 pm     Reply with quote
quote:
Originally posted by feebsaint:
As for UV mapping, I could offer you tips, but only as far as 3DS Max is concerned.. or... *ahem* ... Animation Master.


would be nice some personal tips are ways better than tutorials imho..
i'm still looking for the perfect program for me.. for modeling i prefer nendo (yes, the orc is done with nendo to.. he was a cube once ^^ ), i tried some modeling in 3dsr4, 3dsmax3, lighwave5+6, cinema4d+cinema4dxl6.. phew.. oh yeah, milkshape and blender ,)
as i said, for modeling i prefer nendo, coz this tool simply kicks ass.. and it costs only $99 ,)
phew.. much talked, nuffin said..

the demo we plan isn't a game demo.. how should i explain a demoscene demo.. well, there are storydemos and effectdemos.. haujobb for example release almost only effect demos, i didn't see a good storydemo for a long time.. but we plan a story demo ,)
i think when i post the whole storybook in here, my mates gonna kill me, so i only say this: there is deranged demogroup (that's us).. but caricaturized (spelling? ^^) as orcs.. and.. phew.. yeah, we gonna kick ass ,)
that model is the generic orc, on which i base the 5 main actors (us, deranged)..
and i have to do the whole animation crap to *sob*

enough of that.. i'd be happy if you would show me some uv mapping tips.. since that is something i never really did before..

okay, some quake2-skins, but with nphernos skin tool, which makes uvmaps from the models by itself.. and milkshape, but i think i made some mistakes there..
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Brain
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Joined: 26 Oct 1999
Posts: 662
Location: Brisbane, Australia

PostPosted: Wed Jun 13, 2001 3:38 am     Reply with quote
Just some suggestions on the texture, there's quite alot of wasted space there. You could enlarge each mesh segment a fair size bigger and hence add finer detail. Try enlarging them and shuffling each segment around for awhile, trying to get the least ammount of wasted space.
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mk
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Joined: 10 Dec 2000
Posts: 106
Location: Langen, Germany

PostPosted: Wed Jun 13, 2001 9:21 am     Reply with quote
First... make more Polys... 1000-10000
If its for a demo u can use more polys as in games...
work on the overall form... looks too blocky.

texture it normal (not UVs) after that uv-burn your texture. Theres a tutorial on the newtek site, how to burn textures on meshes...

MK
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DRAGooN of deranged
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Joined: 22 Mar 2001
Posts: 112
Location: markersbach, germany

PostPosted: Wed Jun 13, 2001 1:44 pm     Reply with quote
i won't take too much polys.. actually the orc counts about 670 if i recall right (can't look, i'm not at home).. i don't want to take much more, because there is a scene with about 1000 orcs in front of a stage.. our coder wrote an lod algorithm, but we still aren't sure if we use orc meshes or bitmaps.. anyway, more than 1000 polys aren't possible.. our engine can deal fine with 50k polys per frame.. and there isn't only one orc in a black space, there is an environment, there are the actors, etc..

the tutorial on the newtek site is written for lightwave 6.5
i only have lightwave 6.0, and the atlas mapping function and the lw_baker plugin aren't yet implementet there.. so it isn't of much use for me

edit: we aimed for that blocky-comic-style, the whole demo will be in that style ,)

[ June 13, 2001: Message edited by: DRAGooN of deranged ]
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NukleoN
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Joined: 11 May 2001
Posts: 236
Location: CA

PostPosted: Wed Jun 13, 2001 9:03 pm     Reply with quote
Check out this in-progess Orc head I whipped up for fun. There are no teeth yet, and I still need to weld the center seam and maie it asymmetrical among other things.






[ June 13, 2001: Message edited by: NukleoN ]
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DRAGooN of deranged
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Joined: 22 Mar 2001
Posts: 112
Location: markersbach, germany

PostPosted: Thu Jun 14, 2001 9:06 am     Reply with quote
ouch.. you rock ,)

but i guess, that orc isn't designed for a realtime 3d engine, right?
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mk
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Joined: 10 Dec 2000
Posts: 106
Location: Langen, Germany

PostPosted: Thu Jun 14, 2001 9:19 am     Reply with quote
u can download 6.5 for free...
then u have all these options

MK
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NukleoN
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Joined: 11 May 2001
Posts: 236
Location: CA

PostPosted: Thu Jun 14, 2001 2:19 pm     Reply with quote
Hey Deranged...No this is no real time Orc...yours is cool man, it shows an understanding of real time limitations. My orc is just for my reel...sorry I prolly should have made a new thread.

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DRAGooN of deranged
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Joined: 22 Mar 2001
Posts: 112
Location: markersbach, germany

PostPosted: Thu Jun 14, 2001 4:02 pm     Reply with quote
mk: where? newtek homepage? (btw, got it already, found a nice ftp server ^^ i didn't unpack it yet, so i dunno if its the full 6.5 or just an update.. hmm.. only 26mb..)

NukleoN: np, i love your orc.. can't wait to see the finished one.. i suck in high poly modeling, i get lost in details and at the end the model looks crappy..

[ June 14, 2001: Message edited by: DRAGooN of deranged ]
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Hjeldnes
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Joined: 12 May 2001
Posts: 22
Location: Oslo, Norway

PostPosted: Fri Jun 15, 2001 1:40 am     Reply with quote
maybe you could show the wireframe of the model as well? That's just as interesting to see...esp. in lowpoly modelling.
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DRAGooN of deranged
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Joined: 22 Mar 2001
Posts: 112
Location: markersbach, germany

PostPosted: Fri Jun 15, 2001 2:56 am     Reply with quote
the wireframe looked kinda crappy in nendo.. is there any way to change the z-buffer settings?

i hope the flatshade will do it too
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