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   Sijun Forums Forum Index >> Archive : Sep99 - Dec00
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Author   Topic : "Scooby Dooby Doo!!!!"
Worthy
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Joined: 26 Jun 2000
Posts: 143

PostPosted: Tue Sep 26, 2000 12:42 am     Reply with quote
No..I am not that lonely that I have to scour this site at 2am..I have a deadline for work But yes..I took a much needed break to check out the latest and greatest from Spooge, Fred, Micke, Joachim, Loki, Francis, Frost, Synj, Affected, Feng, Shane et all

This is something I have worked on for a game..do you guys think it needs anything (besides the face) to represent Shaggy..it has to be about 150 polys only..please take that into consideration! I value YOUR guys opinions above my superiors' and my client's..hehehe





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silber
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Joined: 15 Jul 2000
Posts: 642
Location: Berlin

PostPosted: Tue Sep 26, 2000 3:22 am     Reply with quote
I'm not that sure but
I think shaggy(from the original scooby doo) was a realy long (-->big)
and thin guy
so I would stretch his legs
-they seem a bit short for me...

don't know if that was a help
at least it was a try
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The Dude
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Joined: 22 Feb 2000
Posts: 307
Location: Michigan, USA

PostPosted: Tue Sep 26, 2000 3:55 am     Reply with quote
Looks good how it it, but I think silber is
right.

If you want to be accurate to the show the legs
should be almost twice as long I think.

| The.Dude |
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sh4de
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Joined: 29 Jul 2000
Posts: 124
Location: suomi finland perkele

PostPosted: Tue Sep 26, 2000 5:11 am     Reply with quote
looks good to me.
legs dont need to be longer. he has a long shirt.

(from [url=http://www.cdc.net/~drjekyll/scooby/index.html)]http://www.cdc.net/~drjekyll/scooby/index.html)[/url]
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Frost
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Joined: 12 Jan 2000
Posts: 2662
Location: Montr�al, Canada

PostPosted: Tue Sep 26, 2000 5:21 am     Reply with quote
Nice work Worthy! =) Hehe, cool choice of character too. =)

Yeah, judging from the reference Sh4de posted, I would think it just needs a bit of scaling on some portions, other than that, you can definitely tell who it is. =) Nice job! =)
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Joachim
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Joined: 18 Jan 2000
Posts: 1332
Location: Norway

PostPosted: Tue Sep 26, 2000 5:26 am     Reply with quote

looks very nice you can obviously see that it is him. Some spiky polys here and there, like the shoulders could have been modified/relaxed a bit though. But it looks very nice. Will you texture it with some simple map giving the face and eyes etc ?? Don't texture it too much though, like drapes and stuff wouldn't fit, just do lines for pockets and things to add color and the details that are hard to model in few polys (think of the girl in space channel 5). But, I guess that was your plan This character with the right texture could look cool even without shading, self illuminated I mean.
post the update!

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Ko
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Joined: 17 Feb 2000
Posts: 457
Location: Aarhus, Denmark

PostPosted: Tue Sep 26, 2000 5:38 am     Reply with quote
Nice work!

But IMHO you'll need to spend a few of those hard pressed polys on his beard...

You can of course map it , but it will be most effective if you spendt those 6-8 polys on it.

Shaggy wouldn't be the same without his ugly beard....

Ko
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Worthy
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Joined: 26 Jun 2000
Posts: 143

PostPosted: Tue Sep 26, 2000 8:29 am     Reply with quote
thanks guys. I think his dimensions are correct for the most part..and yeah..I need to add a few more to the beard! And then finish texturing him. Those are just the basic colors to help define the guy!
Thanks again all!

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

PostPosted: Tue Sep 26, 2000 3:09 pm     Reply with quote
"Re-ro Raggy!" "hehehehehehe!"
Thats awesome! Do you suppose you could let me do a skin for him? Im a pretty darn good skinner!
Dont forget the beard, it should only add around 16 or so polys....
I'll make him a box of scooby snacks for me, er....Scooby.

Isnt 150 a bit low poly?
If you dont mind me asking, whats it for?

In case you couldnt tell, Im a fan!

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Scoobydoobydooooooo!
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Superbug
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Joined: 12 Jul 2000
Posts: 544
Location: Canada

PostPosted: Tue Sep 26, 2000 3:30 pm     Reply with quote
That's so slick. I like it! Teach me!
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Worthy
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Joined: 26 Jun 2000
Posts: 143

PostPosted: Tue Sep 26, 2000 4:34 pm     Reply with quote
ahem..i meant to type 250, not 150 *cringe*..thats the poly count..and Ill post the wireframe no prob..I just am behind a firewall and cant upload anything to my home acct from work.
Scooby-you are welcome to send me a skin!
Sh4de - thats the actual drawing I used to model him..so..if he is incorrect..then its the drawing's fault. Hehehe
Superbug - what would you like to know? I use a program called "Mirai" (www.nichimen.com) for modeling purposes. I dont know if you are a Max, Nendo, Lightwave, Maya user..etc..but Mirai is a solid modeler..and fairly different than Max. It has its pros and cons, like most programs..but if you want a simple feel of it..download Nendo..and play with it..its the same basic theories behind Mirai.
AS for character tutorials..Id be happy to share what I know..but theres definitely far better character modelers out there than I!



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surferboi
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Joined: 08 Jul 2000
Posts: 311
Location: Seb, Florida Usa

PostPosted: Tue Sep 26, 2000 7:03 pm     Reply with quote
i think it looks great.. even faceless u can tell its shaggy... only a few things look a lil awkward ie the wrist looks too thin.. head looks a tad big to me but thats only cuz i stared at the image for about a minute... nice work at any rate.. actually now that i look at the image again.. i think the head looks big only cause of the jaw size

[This message has been edited by surferboi (edited September 26, 2000).]
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shahar2k
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Tue Sep 26, 2000 7:10 pm     Reply with quote
I tried the nendo demo, found the mouse controll a bit stilted (kept going to camera mode, and not coming back at the right time) I learned to model on Milkshape, and I can get a good 600 poly model done in a day's time now that I'm familiar with it, but I still think it has a LOT to improve (hotkeys to add, they could add more controll in the 3D view) it's still a damn good program... here are a couple models of mine








heh I like showing off, but really I've yet to create a fully animated model.... any Idea on where I could start? (working on animating scud ... well I should be anyways)


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"Avoid needless embarrassment. Practice the correct pronunciation of your deity's name in the privacy of your own room before chanting it in public. Flash cards are often helpful." --The Evil Cultist's Hand Guide
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black_fish
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Joined: 31 Jul 2000
Posts: 333
Location: Los Angeles, California

PostPosted: Tue Sep 26, 2000 11:14 pm     Reply with quote
150 polys!!!!
Man that's insane, that looks more like 300 to me! How do you do that?
I would really like to see a mesh render of it, if possible. Thta's really a great job you did on that.
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Worthy
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Joined: 26 Jun 2000
Posts: 143

PostPosted: Wed Sep 27, 2000 10:39 am     Reply with quote
shahar2k - nice models..especially that last guy..i know ive seen him in a poster before, but cannot recall his name. as far as "where to start"..do you mean company or package?
obviously you have got the basics down for modeling, so i guess it would depend on money! if you can get your hands on max, a lot of companies use that package and it works with lots of video cards..etc..good to know. i personally dislike max however but its a solid poly package and can do most things well.
if you want to try nurbs..obviously maya is the mainstream package. harder to grasp i think than poly packages..but some amazing results.
i personally prefer "mirai", but im also vastly outnumbered by users of other packages. still..many games companies use it..if not the fx houses..
as for companies..gosh..you live in CA..theres tons! if you want mroe info..email me anytime!

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Worthy
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Joined: 26 Jun 2000
Posts: 143

PostPosted: Wed Sep 27, 2000 3:48 pm     Reply with quote
Here you go black_fish


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black_fish
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Joined: 31 Jul 2000
Posts: 333
Location: Los Angeles, California

PostPosted: Wed Sep 27, 2000 4:51 pm     Reply with quote
Thanks Worthy.
Nice clean mesh. Only problem: it's more like 500 polygons than 250 I guess you don't have a polygon counter in your modeller, or it counts triangles instead of quadrangles. Or something. Nothing wrong with 500, but I was just so amazed that you could do something like that in 250 (or in 150). For what kind game is it? Playstation?
That seems about right. Lara Croft is about 650 polys.
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time_101
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Joined: 17 Aug 2000
Posts: 28
Location: Bozeman, Montana

PostPosted: Wed Sep 27, 2000 10:39 pm     Reply with quote
Nice mesh Worthy -- I love how you managed to make the shirt look baggy and the polycount is awesome. I'd like to see some of the anim's -- the walk will definetly be a fun one with him.

Maybe someday I'll be good enough to post here.

[This message has been edited by time_101 (edited September 27, 2000).]
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Worthy
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Joined: 26 Jun 2000
Posts: 143

PostPosted: Thu Sep 28, 2000 8:22 am     Reply with quote
There is a polycounter in Mirai. It is 360 triangles..but thats before I dissolve most of the useless segments in the hands, legs, arms and shoes..and keeping it quads and hopefully no n-gons..and then it will be about 250-275 or hopefully less polys
Yeah..for a game Im not making the game..so cant really say too much (NDA)..but I am modeling some of the characters..Shaggy, Fred, a ghost, a vampire minion guy, and a few others
Glad you guys liked!

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GBud
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Joined: 17 Jun 2000
Posts: 10
Location: Vancouver, BC, Canada

PostPosted: Thu Sep 28, 2000 10:06 am     Reply with quote
Looks great! The outline is instantly recognizeable, which is the most important thing for a game (I'm assuming this is for a game, what with the low poly count).
What about the hands? Are you planning on adding the fingers? Shag's got some crazy long fingers which would go a ways towards selling the character. Maybe add polys to baggy up the knees? Nice job overall though! Now let's see Scooby!
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