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Topic : "Scooby Dooby Doo!!!!" |
Worthy member
Member # Joined: 26 Jun 2000 Posts: 143
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Posted: Tue Sep 26, 2000 12:42 am |
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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 member
Member # Joined: 15 Jul 2000 Posts: 642 Location: Berlin
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Posted: Tue Sep 26, 2000 3:22 am |
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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 member
Member # Joined: 22 Feb 2000 Posts: 307 Location: Michigan, USA
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Posted: Tue Sep 26, 2000 3:55 am |
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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 member
Member # Joined: 29 Jul 2000 Posts: 124 Location: suomi finland perkele
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Posted: Tue Sep 26, 2000 5:11 am |
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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 member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Tue Sep 26, 2000 5:21 am |
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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 member
Member # Joined: 18 Jan 2000 Posts: 1332 Location: Norway
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Posted: Tue Sep 26, 2000 5:26 am |
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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 member
Member # Joined: 17 Feb 2000 Posts: 457 Location: Aarhus, Denmark
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Posted: Tue Sep 26, 2000 5:38 am |
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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 member
Member # Joined: 26 Jun 2000 Posts: 143
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Posted: Tue Sep 26, 2000 8:29 am |
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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 member
Member # Joined: 22 Feb 2000 Posts: 199 Location: Las Vegs, Nevada, USA
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Posted: Tue Sep 26, 2000 3:09 pm |
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"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 member
Member # Joined: 12 Jul 2000 Posts: 544 Location: Canada
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Posted: Tue Sep 26, 2000 3:30 pm |
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That's so slick. I like it! Teach me! |
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Worthy member
Member # Joined: 26 Jun 2000 Posts: 143
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Posted: Tue Sep 26, 2000 4:34 pm |
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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 member
Member # Joined: 08 Jul 2000 Posts: 311 Location: Seb, Florida Usa
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Posted: Tue Sep 26, 2000 7:03 pm |
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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 member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Tue Sep 26, 2000 7:10 pm |
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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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black_fish member
Member # Joined: 31 Jul 2000 Posts: 333 Location: Los Angeles, California
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Posted: Tue Sep 26, 2000 11:14 pm |
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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 member
Member # Joined: 26 Jun 2000 Posts: 143
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Posted: Wed Sep 27, 2000 10:39 am |
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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 member
Member # Joined: 26 Jun 2000 Posts: 143
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Posted: Wed Sep 27, 2000 3:48 pm |
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Here you go black_fish
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black_fish member
Member # Joined: 31 Jul 2000 Posts: 333 Location: Los Angeles, California
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Posted: Wed Sep 27, 2000 4:51 pm |
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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 junior member
Member # Joined: 17 Aug 2000 Posts: 28 Location: Bozeman, Montana
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Posted: Wed Sep 27, 2000 10:39 pm |
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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 member
Member # Joined: 26 Jun 2000 Posts: 143
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Posted: Thu Sep 28, 2000 8:22 am |
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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 junior member
Member # Joined: 17 Jun 2000 Posts: 10 Location: Vancouver, BC, Canada
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Posted: Thu Sep 28, 2000 10:06 am |
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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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