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Author   Topic : "3D Demonic Imp Char."
ScoobyDoo
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Joined: 22 Feb 2000
Posts: 199
Location: Las Vegs, Nevada, USA

PostPosted: Thu Jun 21, 2001 2:27 am     Reply with quote
anybody remember this painting I was working on?


Well, after much work and ITS STILL NOT DONE, I present the 3d version(my first FULL character)

1226 Polygons BTW.
Im looking for critiques. This is my first full character, model, concept, skins, anims, etc.(no unique anims yet)
Next time will be better.

[ June 21, 2001: Message edited by: ScoobyDoo ]
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Vgta
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Joined: 21 May 2001
Posts: 447
Location: Arlington, Texas

PostPosted: Thu Jun 21, 2001 6:53 am     Reply with quote
Hey VERY COOL, did you do the textures as well?
I'd like to see a wire frame version.
Used Max or LW?
hehe 20 questions on Sijun Forums
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waylon
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Joined: 05 Jul 2000
Posts: 762
Location: Milwaukee, WI US

PostPosted: Thu Jun 21, 2001 8:18 am     Reply with quote
Hi. Ok, this is the same critique I'd give to 99% of the "professional" model skins I see. But it seems like you're going way too dark in some of the shadows of the character. Between his muscles, especially. Your shadows have the same depth all over the character, which makes the form kind of hard to read. Limit your use of pure black to areas that could conceivably get that dark - like his armpits, or under his ribcage. But for everywhere else... Think of how much bounce lighting would actually be striking the surface. Exaggerate a LITTLE, but not quite this much.

<shakes fist at entire first person shooter industry>
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ScoobyDoo
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Joined: 22 Feb 2000
Posts: 199
Location: Las Vegs, Nevada, USA

PostPosted: Thu Jun 21, 2001 5:40 pm     Reply with quote
WAYLON:
You have no idea how much I agree with you Waylon. The areas of the skin that are black are the unfinished area's. Im planning on putting ligament(spell?) type stuff between the muscles(like in real life), and that is of a light tan color, so, it wont be so bad.

It uses 3 separate textures for its mapping.



.

VGTA: Yes, I did everything from the ground up. I didnt even use primitives as a base. I created a vertex, then another, then another, and then created the first polygon. Repeat ad nauseum.

I used 3dsmax 3.1 for the model, and photoshop 5.0 for the textures.


And here is the wireframe.
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Akolyte
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Joined: 12 Sep 2000
Posts: 722
Location: NY/RSAD

PostPosted: Thu Jun 21, 2001 6:17 pm     Reply with quote
Where can I learn to do this?
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ScoobyDoo
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Joined: 22 Feb 2000
Posts: 199
Location: Las Vegs, Nevada, USA

PostPosted: Fri Jun 22, 2001 7:24 pm     Reply with quote
I learned everything I know from just getting in there and doing it. Read the manuals. Read EVERY tutorial you can find online. Have a passion for art and be self-motivating.

The closest I got to any art classes was art 101 in high school. And that was about 7 years ago...
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F.A.Z.222
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Joined: 20 Jun 2001
Posts: 4
Location: HK

PostPosted: Fri Jun 22, 2001 8:14 pm     Reply with quote
Wow, it looks realllly nice ScoobyDoo !

Textures looks great! A bit too dark it's true but I hope you'll post the last 'ligament' version !

The wireframe looks fine too.
The only comment I have (and I really searched for it ) is that the calf area is too round. The 'outside' curve should be a little lower than the 'inside' curve.
Well ... forget about it !!
Your model is great and I can't wait to see it animated !!!

Any plan to make it for Q3, UT ... etc ?
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MadSamoan
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Joined: 21 Mar 2001
Posts: 154
Location: Moorpark,CA

PostPosted: Fri Jun 22, 2001 8:31 pm     Reply with quote
It's an excellent model, however I'm not sure if you've got enough geometry in the joint areas for it to animate robustly. I usually model the character, bone or physique the model to test the joint bending, then texture the model as the last step to save from having to reassign UV coordinates every time I modified the mesh.
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NukleoN
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Joined: 11 May 2001
Posts: 236
Location: CA

PostPosted: Fri Jun 22, 2001 11:58 pm     Reply with quote
Great textures!

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Shaded
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Joined: 22 Oct 2000
Posts: 413
Location: Toronto

PostPosted: Sat Jun 23, 2001 1:28 am     Reply with quote
Aaaaah, post a tutorial peeaasss!!!!
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ScoobyDoo
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Joined: 22 Feb 2000
Posts: 199
Location: Las Vegs, Nevada, USA

PostPosted: Sat Jun 23, 2001 1:37 am     Reply with quote
I NEED HELP.
Thats what I'd really like.
I CANNOT animate. Not at all.
I suck unbelievably bad.
I need a "mentor" or something.

Please anybody who is awesome at this gimmie a hand. I want to finish this thing, but everytime I start back up, Im unhappy with the results, or I see something that I should have changed like, 10 steps back, and dont want to repeat all that work, etc, etc.
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iface
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Joined: 09 Jun 2001
Posts: 33
Location: spain

PostPosted: Sat Jun 23, 2001 5:37 am     Reply with quote
hi man,

since i supose this is a devil, a bad guy, someone strong and so on, i suggest you to increase the size of his body/muscles or decrease his head.. now it looks like a toy..

besides this, It looks great! the textures are awesome and very original!

see you
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ScoobyDoo
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Joined: 22 Feb 2000
Posts: 199
Location: Las Vegs, Nevada, USA

PostPosted: Sat Jun 23, 2001 10:56 pm     Reply with quote
This is actually a comprehensive re-do of the IMP from Idsoft's DOOM.

Its a lower level demon. The plan is for it to climb walls, ala aliens vs. predator. I wanted it to be skinny.
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feebsaint
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Joined: 09 Jan 2001
Posts: 353
Location: West Valley City, Utah, USA

PostPosted: Sat Jun 23, 2001 11:41 pm     Reply with quote
I really love how rich you've chosen to make your textures, man. He's radiating venemous rage, just by his colors. His demeanor, of course, isn't exactly hidden in his expression or badass design. The back seems quite flat to me... how bout increasing those traps of his?

I'm inspired to finish my current model, now... thanks for posting him, fella!
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ScoobyDoo
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Joined: 22 Feb 2000
Posts: 199
Location: Las Vegs, Nevada, USA

PostPosted: Fri Jul 13, 2001 2:48 am     Reply with quote
Im in the process of working on this thing some more.

Ive taken into consideration many of the posts here and on polycount.

I was just looking for some more comments.
I'll post an updated version soon. Im thinking about making him for Q3, and changing the hands to mittens to save poly's.
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