Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
Treborhn
If its possible, can we see it untriangulated (quads), I'm a little confused as to the poly flow. At the moment it looks like the polys are just randomly placed everywhere, you need to be more aware of tri stripping and edge loops, anything to help the efficienecy of the mesh.
Also some planes with foliage on them would help the whole tree feel too, as would making the arms less human and more branch like (less muscle definition).
Nice idea though, gotta love tree beasties. Whats that on its back?
Maybe post the concept, what we think may not be what you're after, the concept will help us get an idea of what you are going for.
*update up top*
Malus -
I can't pimp the concept, because the guy who gave it to me said I can't :P.
I've also worked wholly in tri's, so a quad pimp will be pretty much impossible to do. Poly flow is there.. I make sure of that in all my models.
The thing on his back is a saddle.. Reason its up so high is that it needs to work in a dual state.. Eg standing up like that, and down like a gorilla - thats why the legs are stumpy (hahah - don't ban me souri :))
Foliage planes are on the to do list, I did add some twigs and mushrooms and stuff. As well as the alpha beard. When I next get time to work on this guy, I'll be polishing him up even further.. But I think he's demo reel quality now.. Which is good seeing as he'll be heading off in a day or so.
Tri count is 2861 - 883 of those are accessories (stuff not on the main mesh).. There are alot of areas i can clean up a fair bit, but I think hes a good count for all the junk I've got on him.. Also some other stuff i'd like to add, like a birds nest in a hollow.
I thought you had done it all in tris, but I still can't see alot of flow in the mesh, up until a few months ago I was using tris too.
Just curious, why doesn't your friend want the concept shown, no one can copy his work without looking like a total hack and he isn't the first tree man ever concieved.
Like the little details in the mushrooms, twigs etc, still think the arms are to human looking. Will you have a character riding it?
Now you just have to texture him. [:)]
[img]http://www.boomspeed.com/sorcerorbob/Treborhn.jpg[/img]
Concept by Charles Taylor
Was given the greenlight to post the concept. He may be going into a game, which is why i couldn't before hand.. The concept represented part of the look and feel I think.
Should explain some of the choices I was forced to take with the anatomy anyways.. Believe me, I would have made the arms massive branches, but as you can see, the concept called for super muscle man type arms.
Polyflow is there.. Just cause you can't see it doesn't mean its not there.. Remember you're only looking at it from one angle.. When it's doing something like a 360 spin for example, its easy to notice the flow lines running through the mesh.
I also optimised things heavily, that broke up some of the original, more obvious lines, but I did make sure each edge flows into others etc.
Nah its cool man, I really hate pimping 2d renders, I find they never show what the artist is trying to get across.. Well thats just me.. Also been getting a little frustrated, I've been criticised a fair bit for working in tri's..
texturing.. all i can say is later.. got another model i want to make before next friday.. so when i get that out of the way i can start unwrapping.. gah
anyways i'll shaddup now :P
Sorcerer Bob: Working in tris is fine man, like I said I did it up until recently, you can still do all the things that working in quads does except you don't have its cool tools, but hey just download polytools for Max and you've got the same stuff.
I 'personally' just prefer the tools in quad modelling thats about the only reason, that and if I'm going to mesh smooth quads smooth better.
It annoys me how people say you have to work a certain way, if your end mesh is perfect and it takes you no time to model thats all that matters, man use nurbs and convert to tris at the end if that works for you, its all good.
People are just elitists when it comes to how they work.
Redwyre: Its kinda hard to explain without an example but its how the polygons are set out on the mesh, a continual line of edges around a mesh is an edge loop and the more of those you have the better the 'flow' of the polies.
Tri-stripping is making all the polys sit in a consistent manner so the engine has an easier job in drawing them.
Imagine these lines are polygons: |/|/|/|/| is better than |/|/|||| as the diagonal edges all lean in one direction.
Not the best explanation but hey. [:P]
Yeah, I fully agree.. What works for some people may not work for others.. I am gonna work in quads soon, but that will be so I can learn sub D modelling.. (anyone who models highpoly in tri's smokes crack)
Redwyre, Malus has it right.. Here are some images that help explain it
http://www.coronaleonis.com/tutorial/index.html
http://www.coronaleonis.com/tutorial/images/MT05.jpg
http://www.coronaleonis.com/tutorial/images/MT06.jpg
very nice and umm very stange layout of polys. Can't tell if its a very efficient layout of the tris for the model.... maybe sum of the necessary lines have been turned too much to make it appear a bit of a complicated and cluttered mesh.... I reckon its just the angle we are viewing it from that makes the polys look weird.....Very Nice
:P
heres a small 360 spin..
http://www.boomspeed.com/sorcerorbob/test.avi
sorry for the poor quality.. but i had to keep it under a meg
Colour Concept
[img]http://home.iprimus.com.au/evilbunny/jagged/concept/con09merc.jpg[/img]
Took a little bit longer then my last pic (about 4.5 / 5 hours in total) and was a bit irritating due to the resent death of my tablet (Santa, please come early this year).
Not my usual subject matter, working to a brief and all. Let me know what you think. (oh and he has generic boots on, the sketch and ink was done before the other piece)
Oh and before I forget, the gun has no detail and is wrong, its just an attitude prop and my referance for it was 1cm square so I couldn't see any detail.
Pantmonger
Anime style woman
Just thought I would show you guys a picture of something I made
[img]http://members.optushome.com.au/gldfire/ChrisManimechar.jpg[/img]
I will probly end up inserting the character into a 3d fighting game im making in my spare time.[:)]
Its always about the breasts isnt it there too small or big erected nipples etc..
Way back last year I made a 3d model of Aria Giovanni cause I was bored, and all my friends complained that the breasts were too small.
Back to the topic, the polycount on my anime character.
The actual character itself without the shoes and accesories is only 2600 polygons (quads) But with all the accessories its a grand total of 4580 polygons (quads). Anyway it runs smoothly in a 3d engine with a 512x512 texture map on my pc.
I'd expect alot more detail for 2600 quads, thats about 5200 faces if its all quads.
You could model the leg opening of the shorts and the other clothing with that amount of faces.
Her face and hair could do with some detail, it looks like a low poly head was put onto the body of another, higher poly model that you had done at an earlier stage.
Major Clod is right her breasts are off, why model the nipples? is it cold where she is? I do like the rest of the body and the shoes though.
Not to harsh? I'm always to harsh. [:(]
Your audience is really the general public.
I don't know anything about modelling but I believe its hard to make something good.
I think the hair is quite bad. Leg openings for the shorts would do your work some justice, the pants look like a painting right now. Nipples pointing outwards is more realistic. If she is wearing a singlet or something, shouldn't the material be covering the breasts? Like the bottom part of the breasts. Anime characters - no matter how gloomy the theme is they have cute faces for the females even if they are old. Your choice of clothing for her is umm...strange even bad. There are better ways to suggest a sexy woman with erect nipples and weapons.
If I'm too harsh, tell me to tone down or something to adjust to this forum's style.
[img]http://members.optushome.com.au/gldfire/animejeans.jpg[/img]
I did originally make a version with long jeans too, but didnt like it. The head is the thing I do last in a 3d model I make it seperatly then weld it to the body. Yeah I could have cut the polygons another 30% down easily I guess. The fingers and toes do really suck up the polygons. Most game models use boots to cut down the polygons I guess.
Obtaining decent clothing is hard, I just can't take a trip to the local clothing store with my digital camera, It would just seem too strange.
Mage
Well I'm new here and if I have valided a rule please inform me.
This a sketch I did in the morning.
I'm not sure how I should go about making it better.
Any advice?
excellent work, did you have reference or is it just out of your head ?
Peter Gillespie
www.3dluvr.com/eagor
V-nice. Good work on the folds in the material and the hood over the head looks great. Pretty good hand there also, just a little to much twist on the fingers. Only real nit pick I have is that the sholder over the extended arm is too far out from the body unbalancing her a bit.
But still great stuff
Pantmonger
Nice stuff, I like the subtle lighting and the face and hands are very nicely done, the folds in the cloth are well thought out too, alot of people (myself included) end up putting folds where they think they should be not were they actually occur, you got it pretty spot on I think.
As for crits, well if this was a lesser piece you might not pick them up but given the brilliance of the rest of this piece they stand out, the left arm is to thin, unless its dissapearing behind her back and Pantmonger is right about the shoulder and fingers.
Excellent work!!
redwyre, I'd like to do speed painting but my mouse is kind broken and well I don't have a tablet as an input device.
Sorceror Bob, I'm not 13 instead I'm really 18, I must did the birthday thing wrong when I signed up, sorry for the misleading information.
StrkEagle, I stood in front of a mirror.
I think the folds are a bit off personally because if you look closer they don't show the shape of a foreshortened arm. The other arm well, proves I slacked off.
Thank you for the feedback, it is much appreciated.
Very cool picture!!.. Hands are very hard to draw, and it's one of the places where a lot of people screw up, but you've done a good job there. Face is very anime like, but that's probably the style you were going for..
We should definately have a speed paint where someone (well, ME!!) posts a picture of, say, a model posing, and we get 2 hours to sketch, scan, and post them in the forum!...
Does this look like a speed painting? about 10 mins on the mouse in ps7.
http://www.uchiha.net/misc/expression.jpg
for some strange reason when i stand infront of a mirror and draw, i get a very different picture [:p]
good drawing- the stong horizontal of the thin staps of the gown~ do they need some more grounding in the buttons (the buttons building into a diagonal pattern in the gown or ornate buttons---) or if the request for crit was for technical stuff The eyes might be a bit too white (or at least needs a hit at shadow and reflection from the eyelids- the string/ cloth casting some shadows at various depths as they lift away
DSC
Just a quick sketch
It was a rainy day on Sunday and for me that means a slow day at my volunteer job, I had a spare hour, so sketch I did.
Then I thought, I would like to try colouring one of my sketches without removing any of the original lines. Another hour and a bit later and the results are below. What do you think?
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk13gungirl1.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk13gungirl2.jpg[/img]
Pantmonger
Malus: Thanks, unless something wierd happens I will be in the next speed paint. I must assimilate all styles.
Daemin: Thanks, but is two and a bit hours :P
Sorceror Bob: Thanks, I was experimenting with using a cell shading style with the original pencil work (3 tones per shaded area) I then added a thick black outline that seems to make cell shaded character sketches look cool.
Pantmonger
quote:Originally posted by Pantmonger
It was a rainy day on Sunday and for me that means a slow day at my volunteer job, I had a spare hour, so sketch I did.
Then I thought, I would like to try colouring one of my sketches without removing any of the original lines. Another hour and a bit later and the results are below. What do you think?[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk13gungirl1.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/jagged/sketch/sk13gungirl2.jpg[/img]
Pantmonger
Nice design, love the shading on the jacket but the hands look incredibly masculine. Even if they are in gloves, female hands can still look feminine.
It'd be interesting to see if you can do something with the design of the shoes, they look very bland and (IMO)'big and bulky'. Maybe some more appropriate or feminine footwear, perhaps?
For two hours, it's a great piece! Does the two hours include both colouring and pencilling? Nice job.
Damn I gotta do more work if I'm going to keep up with you pants lol, again great stuff, especially since your a one eyed deformed midget with a twitch lol.
Jonathan: How are her gloves/boots not feminine? Not every women needs to have skin tight clothing. Appropriate shoes wouldn't necessarilly be stilettos when shes an ass kicking she bitch with attitude.
BTW, you didn't really need to repost his images, even though it is very cool. [:)]
Souri might like to keep some of his bandwidth not to mention Pantmongers site is being accessed by it twice if I'm not mistaken, might be wrong about that though.[:P]
Doom3 model viewer
I just thought i'd show off my latest creation a bit :P
I know its naughty :P, but who can resist DOOM???
[url]http://members.optushome.com.au/smurfwow/md5viewer/[/url]
being the law abiding citizen i am, i havn't included any doom3 media in the downloads, just the viewer itself. The minimum vid card required is a geforce1.
there are screenies on the page though.
and i've released the code (GPL).
599 Poly Woman
[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d11norse1_t.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/jagged/3d/3d11norse1_f.jpg[/img]
With all the poly counts getting higher and higher its good to now that there is still a place for the very low poly models in the land of RTS.
What do you all think?
Pantmonger
Female Elf
Hi,
I decided to post some pictures of a character I was working on not too long ago. It was basically created as a study of the female form, finally turning into this basic elf model. You won't find a very detailed or original mesh, as I said its a study. Also, the polygons are on the heavy side as I started the mesh as a spline cage model, and I have not yet optimised it yet. It currently stands at 4008 faces. Let me know what you think about the general shape proportions of the model, I was aiming to be fairly realistic.
You will find images at the links below.
[url]http://homepage.powerup.com.au/~veen01/elf/elf02.jpg[/url]
Front
[url]http://homepage.powerup.com.au/~veen01/elf/elf03.jpg[/url]
Side
[url]http://homepage.powerup.com.au/~veen01/elf/elf04.jpg[/url]
Back
[url]http://homepage.powerup.com.au/~veen01/elf/elf05.jpg[/url]
Perspective Front
[url]http://homepage.powerup.com.au/~veen01/elf/elf06.jpg[/url]
Head
[url]http://homepage.powerup.com.au/~veen01/elf/elf07.jpg[/url]
Perspective Back
Thanks
Ryan
A very well done model. I felt like saying the back looks a little flat, but it works with the character. Plan on texturing and/or animating this? Would be a rather nice portfolio piece. If you are planning on optimising, keep this high poly version as well, so you'll be able to show your skill at poly reduction.
argh triangles !! take em away... just kiddin, looks awesome
maybe she could do with a little meat on her arms
cant wait to see some texture and animations :)
Peter Gillespie
www.3dluvr.com/eagor
Well I've UV mapped her and rigged the mesh all up to the character studio biped, though I don't think the shoulders are going to go to well at some angles due to the limitation of rigid 3 link blending (current UT2003 standard) and character studios very basic biped. I would build my own skeleton for her with proper helper bones for the joints, but I am too lazy and 3DS Max bones aren't that fun to work with. :P
[url]http://homepage.powerup.com.au/~veen01/elf/elf08.jpg[/url]
I'll texture her over the next few days.
Time to get some sleep!
WOW :) Very lovely!!
Good to see some nice fantasy models being done.
Over all the proportions are good - shes not too fat for an elf at all. People seem to forget elves were thin and lithe. Not normally body builders!
I did wonder about the legs tho. From the front and back images it looks as tho the lower leg is about the same size her upper leg. I found with that transition it made her knees look a bit small on her.
Fighter
Here's a fighter I modelled and skinned. The model is about 1550 tris. Its my first skin.
http://www.chaosfuture.com/albums/GameDesign/Fighter03.jpg
Wireframe
http://www.chaosfuture.com/albums/GameDesign/fighterwire.jpg
Burney - WIP
Heres a character im working on at the moment, he is based on a character from the Stephen King novel "Black House"
He is supposed to be a 80 year old nursing home patient with a penchant for cutting people up with pruning shears and eating small children.
Poly Target is 3000 - haven't done the shears yet.
Colours are smoothing groups only, the texture will be very bloody/dirty (hopefully)
C&C appreciated please.
I will have to say that he does look very cartoonly. Which isn't a bad thing if that is what you are going for.
I will say the polycount is far to high for the model you have there. Which I find is the problem with alot of new modeler, were the older model have been used to optimizing and now are able to get a lot more out of a game model because of it.
http://www.geocities.com/doord/Tut_1.htm
Here is a tut of mine that goes into the it a bit, I did write it last year and I have also only been working on game art for about 1.2 years when I did write it so things that are in it are a bit out of date. But on the other hand there could be some stuff in there which may help you out.
Thanks for the feedback Doord. I agree that he is quite cartoony but i think thats in large part due to the block colours that he has on at the moment.
I was aiming for a 3000 poly model so i dont think he has to many, hes been optimised since that picture and he now weights in at around 2500, theres a fair few polys in his teeth which you cant really see in these shots but are a big part of the concept i have in my head for the model.
Unfortunately im not sure if he will ever end up with a texture because i cant UVmap him for the life of me .. spent 2 days trying to get a decent map and it just wont work for me and i have no idea why because hes quite a simple shape.
I checked your tutorial out, looks good thanks.
Started texturing .. the UVmap took me 3 days and still came out shit but so far im managing to fudge the texture so it works...
[img]http://www.steelkey.com.au/head_wip.jpg[/img]
Comments & Suggestions welcome.
His legs look maybe a bit too straight.. too much like a cylinder. With 3000 polygons, you should have enough to do some folds and things with it. and the straps of the singlet - I think I would have made them rest more closer towards his neck, and not covering his shoulder, if you know what I mean.
heh yeah i said he was going to be dirty/bloody, all in all Burney is not someone you would want to cross paths with.
Anyone read the book "Black House"? Its a pretty recent one by Stephen King and Peter Straub kinda a continuation of "Talisman"
Burney is the bad guy from that book.
Final shot: hes the sort of character that you could spend forever texturing but my UVmap is to dodgey to make it worth it so il stop now.. anyone want a challenge then drop me a email and il send you the mesh see if you can UVmap it :)
Hes a little bloody, hes just chopped up 3 people with a pair of garden shears (which il model if i ever learn how to rig)... enjoy.
UT2003 Danger Girl released
http://www.planetquake.com/polycount/reviews/ut2003/dangergirl/dangergi…
cough, my model, other peoples textures, and 'Scott Ruggels' did the UT2003 implementation (i still don't have ut2003)
though people might be interested
DSC
? that was the size that i drew it at (as it was originally a quick skin for the quake version)
Daemin? you mean this ping?
http://www.planetquake.com/polycount/downloads/index.asp?model=977
oh, you mean like erika and largo?
http://www.planetquake.com/polycount/downloads/index.asp?model=970
http://www.planetquake.com/polycount/downloads/index.asp?model=976
actually, all my models on polycount are under this link....
http://www.planetquake.com/polycount/downloads/index.asp?author=397
super stallion
a 1mb test render animation
http://www.3dluvr.com/eagor/wip/stallion01test.avi
Peter Gillespie
www.3dluvr.com/eagor
Futuristic Car
Heres a futuristic car I've been working on recently.
http://www.chaosfuture.com/albums/GameDesign/Futurecar05.jpg
Lowpoly traditional samurai
heres something im working on...[img]http://www.sumea.com.au/simages2/104_wireframeL.jpg[/img]
Looks pretty sweet. Be good to see it textured. If you are aiming for historical accuracy, I would make that sword a fair bit smaller.Katana's generally had only a couple of feet of steel (you'd have to make the hilt shorter too). If you're going for what looks cool - keep it the way it is. Sephiroth and Cloud's swords hardly make for easy carrying!
There's a few spots where you could use texture rather than polys to define geometry, and you could save a few polys by using an opacity map for the shape of the crest rather than modelling it. But that's just IMHO, and I don't actually know what you're gonna do with it. You've got to animate those tassels, they'll look awesome.
Like the last model his legs are to short. Fingertips are 1 hand length from knees on average. Yours come to the knees.
Head to groin is the same distance as groin to feet in proportions.
Have you made the crest piece one plane yet?
I dont know about the rope, you could free up those polys maybe use flat planes alpha mapped to do the same thing? If not hope its only 3 sided.
My first oil painting
Hey guys/gals,
Just started my first ever oil painting, its taken 3-4 hours so far.
Her heads around lifesize btw.
Pretty happy with the progress although the eyes need some more work and some other areas are in need of finishing.
Sorry for the pics quality, digital camera optimised for web, what can I say. [:P]
Any comments/critiques welcomed.
[img]http://www.sumea.com.au/simages2/37_WomanOilsL.jpg[/img]
Samurai
Something im working on at QANTM. Comments are welcome.
http://dynamic4.gamespy.com/~bidforpower/forum/attachment.php?s=&postid…
Not sure why the plane came up with that texture. Thanks, I like the pants too. Heres the wireframe.
[url]http://www.chaosfuture.com/albums/GameDesign/Wire.jpg[/url]
short flim character
Well it has been a some time, and i havn't posted much because I have been doing stuff for Irrational for the job they had as 3D animator, which I found out today I have. So anyway this is what I'm kind of working on.
http://www.geocities.com/doord/new_page_1.htm
I this is for a short flim I have started to work on and it is also my frist go at Sub-D in 3DS Max. Thanks to inglis which after been told by a number of poeple that Sub-D was very good in Max (including and ex-lead artist from MF David King) I took note and he told me how to go about getting things started. Now I wouldn't do it any other way because working in Sub-D is so much faster then I could every do with splines.
Well:
Shiptu_shaboo: No Max 5, I'm using 4.2 with mesh tools. But I will be using Max 5 asap, just so that I can shift exturde edges. Yes I do use mesh smooth, that is were Sub-D comes into it. The polycount in high about 47000 faces, But that is for the head one arm and the torso. So not that bad.
Fluffy CatFood: I hope to be able to keep updating but, It comes down to how much time I have to do this when I start at Irrational. and also how much I feel like working on this outside of work.
wip low poly model
well this is my forst post so here i go
im currently going to quantm and this is a model i have been working on its low poly but thats so i can get in an engine that i will be working with still very wip he will probably end up being about 1300 to 1500 poly's pending on what more i want to give hom after i finish the basic shape but wi will see where i go i have room for alot more to add to him
click to see the model
http://dynamic4.gamespy.com/~bidforpower/forum/attachment.php?s=&postid…
You can only wrap the tags around a direct image source.. so the url below won't work with the image tags. If you want to see Rastus's pic, click the link..
http://dynamic4.gamespy.com/~bidforpower/forum/attachment.php?s=&postid…
sorry boys i cant upload pics to my server its down for some reason so i have to use them off another forum that y i am linking like this
um update
http://dynamic4.gamespy.com/~bidforpower/forum/attachment.php?s=&postid…
edit 848 tryangles
got confused there a bit i aint used to editible polygons yet
qantm prefers to teach us that in max 5 and it is a better method i think when you get used to it
lol yeah i have alot of fonts it came with wanting to do 2d stuff i had to get the font to sit the art so i got alot of them
890 another 610 to add to it if i want
http://dynamic4.gamespy.com/~bidforpower/forum/attachment.php?s=&postid…
then to skin (texture), animate it then get it in game .
fun times ahead
gryphon
i originally planned to enter the current 3dluvr contest but left it too late....
http://www.3dluvr.com/eagor/wip/gryphon05.jpg
http://www.3dluvr.com/eagor/wip/gryphon03.jpg
Peter Gillespie
www.3dluvr.com
yeah i prolly will finish it, but texturing will be a bitch,
gonna redo the feathers as separate models using ik for each one
i keep wanting to animate my models before i even finish modelling/texturing them
Peter Gillepsie
www.3dluvr.com/eagor
Character: Work In Progress: Guy
hey all, another character wip thread [8D]
spent a couple days on this falla so far- first character i have done that isnt bulging with muscles.
he's a bit stylised, and i dont have any reference for guys with manboobs+gut so dont give me *too* much grief about his anatomy :)
comments/insults/advice all welcome. [:)]
3dsmax5
arms+legs coming soon.
proportion is in the eye of the beholder, look at cartoons do you think anybody questions bugs bunny anymore?
you know he doesnt realy look like rabbit.
i think he looks great, but when i model my high poly characters i model the mouth open so i can put the teeth and tounge in and when i lip synch i dont get pulling or stretching.
nannoo nannoo
Nicely done Inglis, you really do have a good eye for detail.
I especially like the sternum. Maybe the nipples should hang toward the edge of his torso more instead of straight down but that is probably determined more by how wirey or flabby his actual muscles are.
Are you doing the sumea challenge? Love to see some more of your low poly work.
shiptu_shaboo: yeah your right about the mouth. i adjust that if im going to animate the mouth.
malus: thanks- your probably right about the nipples. ill play around with them [:p]. dont know about the sumea challenge :) im pretty loaded up as it is. i might jump in and try my hand at some lowpoly- its been a while.
thanks guys-keep the crits coming :)
update shortly
little more work..just fleshing out the arms.
have started the legs so ill put a render of that up when ive defined them a little more.
[img]http://effectism.com/sample/char3_wip_002.jpg[/img]
c&c
i was thinking he would look funny in a pair of speedos, thongs and a huge MALE symbol neck chain... what do you thinkg :) lol
sumea challange 2# model start
lets hope this works
well this is the first stage to my model for the challenge,
i have been very busy and it seems that it wont be textured in time.
so i will spend the next day optimising unwanted polys (i love the new max 5 tools!) and working out my smoothing groups some comments would be welcome.
Uhm.. if you're posting pics in your journal, make sure you have a thumbnail for the pic.. thumbnails should be under 3k, and your picture should have the same name as the thumbnail but with an L before the .jpg .. all the instructions are in the admin section. (at the moment you just have the picture which is 20k's big showing up as a thumbnail - click on the thumbnail and there's no picture)..
Also your avatar picture for your journal should 100x100pixels in size and under 10k.. if it's over 10k, then it'll get truncated - which it has with your current avatar..
most of the game models i have made in the past have been very low,
my first game was using a wild tangent engine so our characters were about 800 polys.
the second game engine that was used was written virtually from scratch by lava monk (nice job mate!!)
the characters were about a thousand five hundred, and it was hard to fill the count.
so im used to keeping my count inexpensive, but yes there are a lot of fiddly bits im reconsidering.
nannoo nannoo
ok first of all just a nitpick but why edit your first post with the update, just continue the thread.
Secondly Im sorry to tell you but that model isnt 2248 triangle polygons, its quads mainly so youre looking at around 4500 tris so you blew your limit.
Apart from that its getting close to the concept althought the legs aren't really very close.
Optimize what you can to get the polycount down, especially the feet and weapons, the mesh doesnt need to be contigious either which should help. Good luck.
how do i post images?
how do i post images?
do i need to link to a website?
what about signiture gifs?
nannoo nannoo
All images need to be hosted somewhere. They have to be hosted on a sight that allows direct linking of images if you want them to appear in the body of your post rather then as a link. This excludes most of the free ones (Geocities, AngelFire, Tripod).
Once you have the images uploaded some where you just press the insert image button up the top on the Format bar. [img][/img] and insert you URL between the two tags. The same applies to sig images and animated gifs. The thing to remember with sig images is to keep them light, most forum that allow them have limits. The sig image limits of this forum have not been stated so I used the limits of Mega Tokyos Art and Drawing Forum which are.
Max size for sig images 600pix wide, 125pix tall. 35k max.
Hope that helped.
Pantmonger
You can post images by using the image tags like http://www.sumea.com.au/simages2/23_robot.jpg
although you have to use square [ ] brackets instead of the ones above.. You have to link to your image, yes.. it can be from your website, or from your uploaded images on Sumea (if you have a profile).. say you upload an image on Sumea called robot.jpg, Sumea puts your member id number in front of it, so it will be called something like 23_robot.jpg.. all images are uploaded to http://www.sumea.com.au/simages2/ so link it from there..
and go easy on the signature images please, for the sake of us on dialup... [:)]
Your sign off is fine, Pants..
Animal, register for an account on Sumea by filling in your details on this page.. http://www.sumea.com.au/sregister.asp .. make sure you read the details and info too! You can then upload images, and post them on the forum etc..
as pantmonger mentioned, some hosts such as mine (3dluvr) dont allow direct linking, so if you've tried all of the above this may be a problem
Peter Gillespie
www.3dluvr.com/eagor
WIP: Reaper Assassin
My first journey into Mayas deep dark belly!! Boo ha ha [}:)]
Hes an assassin/scout, not sure on the texture yet, those are just really placeholders but the mesh is completed.
Any comments welcomed.
[img]http://www.inkmancomic.com/dean/WIP/Reapermayawip.jpg[/img]
Dean Ferguson - 3D/2D Artist
WIP: All terrain vehicle
Hey guys/gals,
Just after some critiques on this vehicle, Ive been trying to find decent reference images for the under carriage, any ideas?
[img]http://www.inkmancomic.com/dean/WIP/wip4wd1.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/wip4wd2.jpg[/img]
Dean Ferguson - 3D/2D Artist
not bad, but i think as far as this being a game model it would not go down to well. The poly are spend in areas that which could have been used some place eles adding more detail to the over all shape.
I to modeled a vehicle a little under a year ago. It is a bit of fun if you character model all the time, something a bit different.[:)]
Doord: which areas do you mean?
Its meant to be a squarish style vehicle similar to a hummer, the front wheel guards are the only round areas on the body work. Why wouldnt it go down in a game?
Dan: No actually meant to be high tech, its an older style vehicle that has had a cannon fixed to it, think post apocalyptic sort of era.
I actually quite like the look of this vehicle although there are a couple of things that could be changed to give the design a little more consistency/personality.
First off - I love the frame (the squarish design gives it a feeling of robustness) and I like most of the textures. Have you considered changing the tire textures? The tires look like those on a car - perhaps you should have something that matches the model better - something with lots of thick, fat treads? I also agree with Dan in changing the mags - you could really go to town on something creative here.
I think that the gun could use a different design on the back. Not sure what - but it looks quite streamlined compared to the rest of the squarish look of the vehicle.
Does anyone remember the G.I Joe 'Dreadnoks' car? It had a dual-barrel machine gun at the front. Something like that would be quite cool and would break the traditional mould of a 'vehicle with a gun on the back'. Not terribly practical though, of course.
I really like the bullet holes textures and scratchy paint. Perhaps you could add a little rust or 'dirty it up' a little?
quote:[
Does anyone remember the G.I Joe 'Dreadnoks' car? It had a dual-barrel machine gun at the front. Something like that would be quite cool and would break the traditional mould of a 'vehicle with a gun on the back'. Not terribly practical though, of course.
By G.I Joe, I mean the toys. The Dreadnoks car was a Cobra vehicle
Tomcat: Thanks for the comments, I'm still not sure I agree with everyone on the poly distribution as i distribute according to the shape needed and deformation issues not just balancing it equally and since i had the chassis how I wanted it i was free to use the remaining for the wheels, [:P] but hey I could be wrong it happens lol.
The guns a bit of an eyesore but with the textures on it it should be alot better, its only meant ot rotate horizontally btw.
couple thoughts :)
- i like the body- especially the front
- think the gun could do with a little make over
- how about two two rails going around the back (like a tray)?
- antenna(s)
- lights on the top rail
- as u said texture is very early-
keep it up :)
how many models have u got going at the moment?
have u got an update?
Download Bloodlust Ork for UT23k
The guys at Skincity have my Warhammer 40K Ork model up for download, so head over and give the little fella a whirl.
[url]http://www.beyondunreal.com/dl.php/skincity/ut2mdl-orkboyz.zip[/url]
Dean Ferguson - 3D/2D Artist
Looking good bob, really like the way you have done the feet would be cool if you could make the arms/hands a bit more "treeish"