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Topic : "3D Demonic Imp Char." |
ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Thu Jun 21, 2001 2:27 am |
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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 member
Member # Joined: 21 May 2001 Posts: 447 Location: Arlington, Texas
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Posted: Thu Jun 21, 2001 6:53 am |
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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 member
Member # Joined: 05 Jul 2000 Posts: 762 Location: Milwaukee, WI US
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Posted: Thu Jun 21, 2001 8:18 am |
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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 member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Thu Jun 21, 2001 5:40 pm |
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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.
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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 member
Member # Joined: 12 Sep 2000 Posts: 722 Location: NY/RSAD
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Posted: Thu Jun 21, 2001 6:17 pm |
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Where can I learn to do this? |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Fri Jun 22, 2001 7:24 pm |
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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 junior member
Member # Joined: 20 Jun 2001 Posts: 4 Location: HK
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Posted: Fri Jun 22, 2001 8:14 pm |
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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 member
Member # Joined: 21 Mar 2001 Posts: 154 Location: Moorpark,CA
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Posted: Fri Jun 22, 2001 8:31 pm |
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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 member
Member # Joined: 11 May 2001 Posts: 236 Location: CA
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Posted: Fri Jun 22, 2001 11:58 pm |
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Great textures!
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Shaded member
Member # Joined: 22 Oct 2000 Posts: 413 Location: Toronto
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Posted: Sat Jun 23, 2001 1:28 am |
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Aaaaah, post a tutorial peeaasss!!!! |
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ScoobyDoo member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sat Jun 23, 2001 1:37 am |
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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 junior member
Member # Joined: 09 Jun 2001 Posts: 33 Location: spain
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Posted: Sat Jun 23, 2001 5:37 am |
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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 member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Sat Jun 23, 2001 10:56 pm |
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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 member
Member # Joined: 09 Jan 2001 Posts: 353 Location: West Valley City, Utah, USA
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Posted: Sat Jun 23, 2001 11:41 pm |
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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 member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Fri Jul 13, 2001 2:48 am |
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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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