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Topic : "3d alien character study" |
Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Mon Jan 29, 2001 4:51 pm |
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Modelled and rendered in lightwave,textures created in photoshop. No post work.
Here a couple of extra veiws and expressions.
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ReSistanZ member
Member # Joined: 18 Dec 2000 Posts: 207 Location: Hoorn NH, The Netherlands
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Posted: Mon Jan 29, 2001 4:55 pm |
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Nice! ![](http://www.sijun.com/dhabih/ubb/smile.gif) |
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Dakkan member
Member # Joined: 23 Jan 2000 Posts: 259 Location: London, England (Nationality: Belgian)
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Posted: Mon Jan 29, 2001 4:58 pm |
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that's wicked
i liked the way u modelled it, it shows a lotta character/individualism. |
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Mime member
Member # Joined: 02 Oct 2000 Posts: 224 Location: France
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Posted: Mon Jan 29, 2001 5:49 pm |
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hey i really like it, its simple and yet dammn effective
good work |
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ambient-whisper member
Member # Joined: 07 Jan 2001 Posts: 207 Location: through the door, take a left, down the stairs, and youll find me.
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Posted: Mon Jan 29, 2001 9:10 pm |
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ya need to work on edge loops to simulate the way muscles work. |
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lesssster junior member
Member # Joined: 03 Nov 2000 Posts: 35 Location: san francisco, ca, usa
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Posted: Mon Jan 29, 2001 9:19 pm |
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ehehehe it looks like my friend chris :X |
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Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Tue Jan 30, 2001 4:32 pm |
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What do you mean by edge loops? |
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daz199 member
Member # Joined: 30 Dec 1999 Posts: 415 Location: Surrey, BC, Canada
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Posted: Tue Jan 30, 2001 4:34 pm |
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lookin good
i think you could put more work into the texures..its kinda plain |
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Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Tue Jan 30, 2001 4:36 pm |
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Yeah i have't had time to put enough work into the textures so i thought id would just leave it like this, i may oneday if i get the time put some more work into it. |
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Zor member
Member # Joined: 13 Apr 2000 Posts: 198 Location: UK
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Posted: Tue Jan 30, 2001 5:00 pm |
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good work!!.. and this may sound strange.. but damm that ear!! one of the coolest ears in 3D I ever did see!! very cool!!!.
-zor
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Why do people always say "YES" when they really mean "NO"? |
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Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Wed Jan 31, 2001 2:33 pm |
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Can anyone tell me what ambient-whisper means by edge loops its kinda bugging me
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MeatyCheesyBoy member
Member # Joined: 02 Dec 2000 Posts: 139 Location: Everett, WA USA
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Posted: Wed Jan 31, 2001 2:48 pm |
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Edge loops are a way to organize your geometry so that it flows along the lines of the underlying muscle structure of whatever you are drawing. Since you used Lightwave, I assume that you started from a box, subdivided it then went from there extruding, beveling, and smooth shifting faces, right? Then you converted it to a metanurbs objects and bada bing. By doing it that way, you generally end up with a mesh that has a grid based structure. If you do it with edge loops in mind, you end up with geometry that sort of looks like a bunch of intersecting circles instead of a grid. I'm at work right now so I don't have access to Lightwave but when I get home, I'll post some examples if you still don't understand. ![](http://www.sijun.com/dhabih/ubb/smile.gif) |
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Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Wed Jan 31, 2001 3:03 pm |
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Hey thanks for the explaination, yeah i built him using a subdivided box (mainly for speed) I usually build my models polygon by polygon so i do end up with the mesh following the muscle patterns. I would still like to see some of your work just to see if they can give me a better understanding of how to build my meshes in the correct manner.
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"I am the game that you can't beat" ;�)
Nick |
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Revival junior member
Member # Joined: 13 Jan 2000 Posts: 10 Location: Victoria, British Columbia, Canada
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Posted: Thu Feb 01, 2001 5:35 pm |
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Cool model, i'm new to the 3D Scene, how did you do the texturing in that ? ...
thanks =)
Rev.
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Nick2k member
Member # Joined: 19 Jan 2001 Posts: 88 Location: scotland
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Posted: Thu Feb 01, 2001 5:51 pm |
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Basically i used the plugin unwrap to create a template of the wire mesh i wanted to texture. I then took the wire frame template and painted the texture over it in photoshop. I first created the colour map which then had been desaturated and by adding extra details i created the bump map, specularity and glossiness map. I then mapped the textures onto the model the same way i unwrapped it (I used a cylindrical mapping method) I then rendered the object using an area light, point light and a spotlight. Hope this helps you out
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"I am the game that you can't beat" ;�)
Nick |
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garuda_x member
Member # Joined: 30 Aug 2000 Posts: 66 Location: Los Angeles
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Posted: Thu Feb 01, 2001 7:02 pm |
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zor, you really liked the ear? i actually thin that the ear is the weakest part of the model. a bit too primary for my likes... not biological enough, but i gues the whole head has that spherical simplicity... i like to model my ears with more irregular cartilage liek shapes.. nice start though..,. keep it coming, nick |
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