Going to participate in this, first time as well. This is good to test myself on a time limit. I havn't thought of a concept yet, but I will these following days.
Finally my brother let me install the scanner on his computer, so here it is. I had to scan it twice as the size of the paper was too large for the scanner, and the quality is not that good, though I am quite happy with it.
[img]http://www.sumea.com.au/simages2/429_Cody_Covert2L.jpg[/img]
The face and the left arm need some work, so I will probally change and add some things in the modeling stage.
Started modeling using GMax, ( not 3D Studio Max 2.5 as my brother deleted it, can't reinstall as my CD Player isn't working ). Anyways, here is the progress for a couple of hours work.
[img]http://www.sumea.com.au/simages2/429_Covert_WIPL.jpg[/img]
Attached the arms to the shoulders and done the hands......... still working on the buttox, shoulders - hands though. Around 1000 Tris at the moment.
[img]http://www.sumea.com.au/forum/attached/codyalday/200541022526_Covert2.j…]
Update, around 2000 tris at the moment. Comments and crits appreciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/20054170440_Covert5.jp…]
Done some more to my model, still very unsure how I am going to do the head, helmet, strap with mask, hairstyles, so I will probally model the head with a new hair style and a helmet. The little radio thing can paint a target or area so that a heavy character can shoot and it will go to the painted place, maybe. Around 2600 tris at the moment. Comments and crits appreciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/20054213441_Covert06.j…]
Done some more work to my model. Added a face helmet with a visor. As well as created a gun for the character, going to be two pistols that she has.
[img]http://www.sumea.com.au/forum/attached/codyalday/2005429772_Covert07.jp…]
From a technical standing one thing that needs to be fixed up is all of your 5 sided polys you have on your character and also the gun. Simply cut where you want a line between two existing vertices and you'll be fine (don't worry it won't add any polys). Actually I can only see two on your character around the torso area, but there's a fair few on the gun.
I can't help much from a technical point, but from the back it looks like the models behind is sagging a little. It was too hard to explain so I took a leaf out of joels book and drew over your image, hope you don't mind.
[img]codyalday_touchup.jpg[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/Lechy/200543031936_codyalday_tou…"]codyalday_touchup.jpg[/url]
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Almost finished of the head, need to touch up the hair a bit and optimize it. Also nearly finished modeling the whole character, so hopefully will get it doen by mid this week so I can start UV Mapping the model then on to texturing.
[img]http://www.sumea.com.au/forum/attached/codyalday/20055805323_Covert7.jp…]
Yeah, your using alot of tri's in that hair, and although it does look cool, you might possibly be able to do it just as well with flat alpha mapped planes as in the image below.
[img]http://users.tpg.com.au/edwarddv/hairexample.jpg [/img]
Looking very good so far codyalday, wouldn't it be nice if you could deck her out with those cool female assasin jumping animations from halflife 1. [:D]
Yeah, you should have a look at the ut models (free to download from fileplanet in 3dsmax form), they have heaps of completely seperate peices. No need to attach spikes and extras to the mesh by aligning edges and welding verticies, just have them separate and hovering on the surface or just inside. (as long as the skinning moves it all together it should work fine)
Have a look at this UDN guide about what is and isn't allowed when modelling for unreal.
Finished UVMapping the character so onto texturing. I had heaps of touble unwrapping it, always do, so this is good practice. Sorry about the quality, it had to be compressed.
[img]http://www.sumea.com.au/forum/attached/codyalday/2005610232523_Covert_M…]
[img]http://www.sumea.com.au/forum/attached/codyalday/2005610232925_Flat.jpg…]
Yeah, unwrapping?s a bitch, eh? Definitely the part I like the least..
Anyway, looks like you did a good job of it. Can?t see any distortion on the model, and the uv?s are packed nice and tight. Only crit is that the right map still has some room that could have been used, but all in all it looks like a good unwrap.
Hope the texturing goes well. [:)]
Started to texture the model. Still learning how to texture, though can't find good tutorials on texturing real time game characters. Still needs a lot of work to it, just getting the base colours down, shading ect. Not sure if I will be able to finish it, got only around 10 days left, but I will see how I go.
[img]http://www.sumea.com.au/forum/attached/codyalday/200561942753_Covert_Te…]
Changed the main colour of the character to a darker colour. I am really uncertain where I am going with this texture, can't seem to get a good roll with it or flow. Any comments or crits would be extremely appriciated.
[img]http://www.sumea.com.au/forum/attached/codyalday/200563025759_Covet_Tex…]
Got my character concept, but I have to install the scanner on my brother's computer as my CD Player doesn't work. I am doing a female covert class, with speed and agility as its main advantage.