 Pleasepleasepleaseplease...
#3025 posted by Drew on 2006/05/09 02:46:03
Kinn?
 Drew
#3026 posted by JPL on 2006/05/09 02:55:46
What do you mena by significant ??
 Off The Top Of My Head
#3027 posted by than on 2006/05/09 03:55:19
Not sure these folk will have stuff by qexpo but:
czg, tyrann, metlslime, bal, the folk doing the travail pack (scragbait?), tronyn... I'm sure there must be a few more folk with stuff cooking.
Note that some or all of those listed above might have given up, started again, or fallen in love with a sailor named tom and moved to a small tropical island to start a new life.
 Than
#3028 posted by JPL on 2006/05/09 05:19:32
I started a map for Quake anniversary, but unfortunately Doom3 textures conversion to Quake is eating all my time: i.e it is more complex that I foreseen it at the beginning...
So I guess I will not be able to deliver something "big" this time, and maybe I will not be able to deliver something at all...
Shame on me...
I will try to do my best to map.. but I can't promise to be ready in time...
 Thump...
#3029 posted by generic on 2006/05/09 14:02:41
I don't know if it is a coincidence but the skin on your ghoul-thing reminds me of those fetuses you see on pro-lifer billboards -- yeech!
 Its A Coincidence
#3030 posted by HeadThump on 2006/05/09 14:09:57
but those would make for some great skins.
 Rofl
#3031 posted by inertia on 2006/05/09 21:08:22
no comment
 Q10
#3032 posted by bear on 2006/05/11 13:16:10
I think I'll wait for the 100-year celebrations.
 Some New Weapon Models
#3033 posted by HeadThump on 2006/05/13 21:51:54
 Impressive
#3034 posted by starbuck on 2006/05/14 03:36:47
looks like you've really picked up modelling fast, some of these look really good. The railgun looks crazy, that's probably my favourite. They look pretty economical with the polygons too, but not overly blocky (it isn't 1996 after all). I'm looking forward to seeing these ingame with skins!
 Nice...
#3035 posted by bal on 2006/05/14 09:01:38
Kinda hard to judge these without any textures on them though. =)
 Could You Post Some Wires?
#3036 posted by necros on 2006/05/14 10:02:50
difficult to see with just flat shaded
 Thanks Guys,
#3037 posted by HeadThump on 2006/05/14 10:20:24
I'll likely use Wings3d for the UV unwrapping; it gives you better control over grouping the poly layouts better than Blender does, IMHO. Modern unwrappers (like the LSMC unwrap that Blender uses) give very disturbing looking results. I don't know how pro modelers cope with UV layouts that look nothing like the basic model shapes.
Idealy, I would like a 3dpainter that has the same dodge and burn capabilaties of Photoshop and Gimp, and I would like it to be free :) Photoshop 6 was the last ap I bought with my own cash that wasn't bundled with the PC.
 HeadThump...
#3038 posted by bal on 2006/05/14 12:12:55
It's not free, but I use Deep Paint 3D (by Right Hemisphere) for painting uv textures. What I do most of the time is just paint a quick sketch on the 3D model to get general idea going, then I finish it up in photoshop. Nice software anyways, and the tools try to be as similar as possible to photoshop (no burn/dodge though), and it has pressure sensitivity if you're using a wacom or other tablet.
 Last Screenies For The Weekend
#3039 posted by HeadThump on 2006/05/14 15:24:16
 Next Week-end
#3040 posted by HeadThump on 2006/05/14 15:28:46
I'll work on skinning the critters.
For the player model, I was emulating Sam Fischer of Splinter Cell, but I think the head profile looks more like Kevin Spacey.
 Good Start
#3041 posted by starbuck on 2006/05/14 16:53:02
looks like a lot of work. I think it has some proportion issues though. To me it looks like the forearms are too long, the upper arms slightly too long. The chest area looks nice presuming its in some sort of armour. The head looks pretty good, is the neck a bit long though? Also maybe the upper back needs beefing up a bit. There's also something off about the legs, but i'm not much of an expert in this sort of thing.
Maybe you should get one of the awesome artist folk from here to help you out, Bal or someone. I bet they could tell you exactly what to do to make it look more natural.
 Thump...
#3042 posted by generic on 2006/05/14 19:08:51
Forget the face, it looks better in Post #3039, screenshot #1.
Also, is he making fists or are his thumbs really longer than his fingers?
Some proportion work wouldn't hurt (ever pick up "How to Draw Comics the Marvel Way?") :)
 Each Area Just Needs
#3043 posted by HeadThump on 2006/05/14 19:42:35
to be worked up, like the back of the head; I haven't really touched it yet.
I haven't looked at The Marvel Way, but I do have book's on artistic anatomy, including Albinus's work. I've always thought that Marvel is the most consistent in terms of design of the comicbook houses.
My own work got too manneristic from my tat work, but consistant practice ought to take care of that. It was all of those dang Celtic Crosses :)
The hand looks horrible on the right side screen of the first pic, but the left side screen does show its proportion is okay.
The leg problem is the result of having a straight V for the inner thighs. I need to bevel that for the pubis, and then add extrusions on the calf to indicate the adductor group.
Thanks for the comments. I do appreciate them. If there is anything I miss, I do want to know about it.
Necros, I just saw your post. I'll add some wireframes later in the week.
 Yar
#3044 posted by bal on 2006/05/15 06:07:34
Nice start Headthump, I'm sure you already know what you're doing, but just in case, a couple things that might make your life easier when you get to animating: More edge loops around each hip, or you won't have enough density to fold that area properly (and give him a crotch =D). It's best to not have the thumb on the same edge loops as the fingers, if you check on a real hand, the thumb is really under the others. 3 or 5 edge loops are best around knees and elbows, depending on your target polycount, same as the hip, even if you don't have much detail to put there, you need the density for proper animation.
Oh and yeah, proportions are a bit strange, his legs look a bit short, have you drawn some sort of model sheet for this?
 Good Advice,
#3045 posted by HeadThump on 2006/05/15 09:03:06
I know what you mean about the legs. In certain positions, it looks like he is wearing parachute pants!
The base pic for the model is a Splinter Cell screen shot, and I see how the top down view from it has had a distorting effect on how I see the torso/leg ratio here. In my defense, my favorite painter is El Greco :)
 My Favorite...
#3046 posted by madfox on 2006/05/15 12:35:24
 Update
#3047 posted by HeadThump on 2006/05/15 20:55:40
I think he is almost ready to be skinned.
http://img118.imageshack.us/img118/6752/player56kb.jpg
I want to keep him at a low enough polygon level that I can still convert him to a standard mdl format. He is still pretty low on the poly numbers - the vital stats:
File Name: Player
Version: 6
Number of Vertices: 693
Number of Skin Vertices: 1
Number of Faces: 1392
Number of Frames: 1
Average Size of Triangles: 0
 Hard To Tell Without Wires,
#3048 posted by necros on 2006/05/15 21:54:04
but it looks like you'll need a few more polys around the armpits/shoulders for them to deform well. it looks like the shoulder is directly connected to the upper arm without any polys inbetween... it will deform badly that way. :S same with the waist area and legs. (and one edge for the knees?!) i'd cut down on polys on the face and use them in more important areas at the joints.
just my opinion anyway... (haha, i love this disclaimer! ;) )
 Er...
#3049 posted by necros on 2006/05/15 21:55:06
well, i realise there's the one wireframe on the side there, but it's hard to tell from that.
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