
Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 6, 2011 12:21 PM
Msg. 3291 of 6707
Got it to a point where I can take crit... Or at least take some tips on making him not look terrible from here on out. Right click and save the image or copy and paste the image location into your browser address bar, then you can see the full size. Quote: --- Original message by: HaloIsAHorribleGane wire? I know about the problems with his arms and thighs... also going to fix his back/spine area... too sharp for my tastes, making him look a wee bit unnatural.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 6, 2011 01:15 PM
Msg. 3292 of 6707
I hate Pokemons.... I must say that isn't to bad of a model though... Needs a lotta work from what I can see.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 6, 2011 02:01 PM
Msg. 3293 of 6707
Yeah, 'chu is fat. Quote: --- Original message by: Skidrow925 I hate Pokemons.... Good for you. Quote: I must say that isn't to bad of a model though... Needs a lotta work from what I can see. derp.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 6, 2011 02:23 PM
Msg. 3294 of 6707
Quote: --- Original message by: Skidrow925 I hate Pokemons.... spartan laz0r + pika = win Quote: --- Original message by: Skidrow925 I must say that isn't to bad of a model though... Needs a lotta work from what I can see. Take glasses and skills before judging. The model looks cool to me, just inadapted tri. EDIT : Make a render with standard grey material +skylight pl0x. (look at F9-F10) Edited by bourrin33 on Apr 6, 2011 at 03:06 PM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Apr 6, 2011 03:09 PM
Msg. 3295 of 6707
For a static object that that pikachu will be alright, but if your planning on rigging it then it is completely wrong. The topology is not build up correctly on any part and the arms should be attached.  Although the above example is a completely different kind of character and design, the rules and topology still applies. As you can see the edge loops go round areas such as the eye's and mouth and overall face. This is so that realistic facial animations can be made. The same applies to the arms and legs and toe's. Edges must slow correctly in order for rigging to use the correct verts and move the geometry in a realistic manor. Good attempt, you have a decent model, just not for an in-game character. Just telling you this so that you don't get into a habit of modelling characters in this way. Before modelling another character research into the correct topology, and further more research the reasons behind it so that you understand. Understanding WHY allows you to model better topology without needing to copy examples. Edit: You also need to distribute you triangles evenly. For example the stomach is WAY too low poly and needs more polygons distributed to it. The lighting will be calculated badly on that area due to the lack of verts which can be used to create shading. Edited by anonymous_2009 on Apr 6, 2011 at 03:15 PM
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 6, 2011 04:12 PM
Msg. 3296 of 6707
Quote: --- Original message by: Dave Needs A Shave Lmao pickachu really is quite the chubby mouse ftfy
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Apr 6, 2011 04:21 PM
Msg. 3297 of 6707
Imagine using the pikachu as a sentry that rotates and fires splaser projectiles at everything within range. LAWL. Okay, maybe a sentinel beam projectile.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 6, 2011 05:29 PM
Msg. 3298 of 6707
I want to give him better topo... should I just add and move verts around or remodel sections?
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Apr 6, 2011 05:52 PM
Msg. 3299 of 6707
Quote: --- Original message by: Dwood I want to give him better topo... should I just add and move verts around or remodel sections? Tbh ive not actually tried any character modelling myself so I can't advise HOW to do it, I just know HOW it should be. So I don't know, experiment :P Remove edges and cut them back in to try and get a similar facial structure to the example, then apply the technique to the rest of the body. I do facial modelling at Uni in afew months :P
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HaloIsAHorribleGane
Joined: Nov 9, 2010
I'd rather play yahtzee
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Posted: Apr 8, 2011 11:55 AM
Msg. 3300 of 6707
Quote: --- Original message by: anonymous_2009For a static object that that pikachu will be alright, but if your planning on rigging it then it is completely wrong. The topology is not build up correctly on any part and the arms should be attached. http://www.ejm.cc/images/folio/realtime/SR-dex-Face-Wire.jpgAlthough the above example is a completely different kind of character and design, the rules and topology still applies. As you can see the edge loops go round areas such as the eye's and mouth and overall face. This is so that realistic facial animations can be made. The same applies to the arms and legs and toe's. Edges must slow correctly in order for rigging to use the correct verts and move the geometry in a realistic manor. Good attempt, you have a decent model, just not for an in-game character. Just telling you this so that you don't get into a habit of modelling characters in this way. Before modelling another character research into the correct topology, and further more research the reasons behind it so that you understand. Understanding WHY allows you to model better topology without needing to copy examples. Edit: You also need to distribute you triangles evenly. For example the stomach is WAY too low poly and needs more polygons distributed to it. The lighting will be calculated badly on that area due to the lack of verts which can be used to create shading. Edited by anonymous_2009 on Apr 6, 2011 at 03:15 PM ^ what he said my input would be, work with quads, extrude the edges, place them appropriately. I'm seeing way too many triangles. granted sometimes they're unavoidable, but you should avoid them as much as possible for character models. this is a tut for low poly character box modeling for blender, though it could be applied to anything I'd imagine. it covers the basic of the basics, including the basics of topology and doesn't get into too detailed of a character, but should give you an idea of where a good starting point would be http://cg.tutsplus.com/tutorials/blender/character-modeling-in-blender-basix/start around 11:00 if you don't care about blender basics Edited by HaloIsAHorribleGane on Apr 8, 2011 at 12:03 PM
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Apr 15, 2011 11:55 PM
Msg. 3301 of 6707
Old wip, i'll post more pics if people want :P
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Apr 16, 2011 12:06 AM
Msg. 3302 of 6707
Quote: --- Original message by: Shade117 pro Old wip, i'll post more pics if people want :P sure lets see a full size image of it.
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Apr 16, 2011 07:43 AM
Msg. 3303 of 6707
I WAS working on a new shader thingy and I finished it. Ill post a wip of it later if you want, it's different to this. The final render I made is sexy. If you want to see it, post if you want me to. This is the worst wip ever. The final is... *insert most awesome word ever here* Edited by Shade117 pro on Apr 16, 2011 at 07:45 AM
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Apr 16, 2011 08:22 AM
Msg. 3304 of 6707
Quote: --- Original message by: Shade117 proI WAS working on a new shader thingy and I finished it. Ill post a wip of it later if you want, it's different to this. The final render I made is sexy. If you want to see it, post if you want me to. This is the worst wip ever. The final is... *better than Chuck Norris* Edited by Shade117 pro on Apr 16, 2011 at 07:45 AM Damn, that looks sweet. Those Halo 3 Beta bipeds suck balls, but this is awesome.
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olly12345
Joined: Jul 30, 2008
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Posted: Apr 16, 2011 08:42 AM
Msg. 3305 of 6707
Quote: --- Original message by: Shade117 pro Bloom on arms?
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Apr 16, 2011 09:02 AM
Msg. 3306 of 6707
Quote: --- Original message by: Petera275 Damn, that looks sweet. Those Halo 3 Beta bipeds suck balls, but this is awesome. You havent seen the best ive got yet.... (or until you ask) Quote: --- Original message by: olly12345 Bloom on arms? Thats from a badly placed omni light, that's why the orignal render of it was a medium shot. Oh and these suck horse*poop* compared to the final of the MK6 render....
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iHalo
Joined: Dec 5, 2009
Modeling ::Royal Carribean's Oasis of the Seas::
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Posted: Apr 16, 2011 11:49 AM
Msg. 3307 of 6707
Quote: You havent seen the best ive got yet.... (or until you ask) I Asked.
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Apr 16, 2011 12:08 PM
Msg. 3308 of 6707
Quote: --- Original message by: iHaloQuote: We all want to know. Show pl0x.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 16, 2011 05:27 PM
Msg. 3309 of 6707
I like shiny bipeds...
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Carter 151
Joined: Oct 25, 2010
-Character design and Story editor-
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Posted: Apr 16, 2011 05:55 PM
Msg. 3310 of 6707
lol pokemon reference
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 16, 2011 05:58 PM
Msg. 3311 of 6707
Quote: --- Original message by: Dancing MadQuote: --- Original message by: Skidrow925 I like shiny bipeds... Shiny bipeds have a 1/8192 chance of appearing in a Halo game. http://hce.halomaps.org/index.cfm?fid=1198SHINY SHINY SHINY!!!!!!!!!!!! V! V!! (I feel sorry for anyone not getting teh "V!" reference.) (It's from "SE" by the way.)
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Carter 151
Joined: Oct 25, 2010
-Character design and Story editor-
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Posted: Apr 16, 2011 06:00 PM
Msg. 3312 of 6707
Their armor looks like it was oiled up...
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Apr 17, 2011 12:39 AM
Msg. 3313 of 6707
peni's (this is the final render and shaders). The final is... *insert word here* EDIT: Stupid photobucket resized the image from its original res which was 1920x1080. Oh and rendering this isnt even a problem... The rendering time is soooooooooooooooooo... *insert estimated time adjective here* Edited by Shade117 pro on Apr 17, 2011 at 12:54 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Apr 17, 2011 12:57 AM
Msg. 3314 of 6707
 That is just pure epicness right there.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 17, 2011 03:19 AM
Msg. 3315 of 6707
Quote: --- Original message by: Shade117 pro peni's (this is the final render and shaders). The final is... *insert word here* EDIT: Stupid photobucket resized the image from its original res which was 1920x1080. Oh and rendering this isnt even a problem... The rendering time is soooooooooooooooooo... *insert estimated time adjective here* Edited by Shade117 pro on Apr 17, 2011 at 12:54 AM Looks nice, but theres something missing on the rubber shaders. I cant say what Edit: quoted your post, I'm nice. Edited by bourrin33 on Apr 17, 2011 at 03:22 AM
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Apr 23, 2011 03:35 PM
Msg. 3316 of 6707
And I must ask this every time,
Why isn't this released yet?
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Apr 23, 2011 04:55 PM
Msg. 3317 of 6707
Maybe he's still working on it, or wants it in-game and it's too high poly and is trying to rectify that.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Apr 23, 2011 07:20 PM
Msg. 3318 of 6707
Remember that render is in 3ds max, which is MUCH more powerful at rendering that Halo:CE. It also doesn't need to render 60fps but instead it can render at like 1 frame per hour if it wishes.
So it won't look that good in-game.
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: Apr 24, 2011 07:09 AM
Msg. 3319 of 6707
Touché
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Apr 24, 2011 09:58 PM
Msg. 3320 of 6707
I thought all of you guys would've known this was 3ds max... Oh well, it only takes 9 seconds for me to render at 1280x720 resolution.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Apr 24, 2011 10:52 PM
Msg. 3321 of 6707
Quote: --- Original message by: Shade117 pro I thought all of you guys would've known this was 3ds max... Oh well, it only takes 9 seconds for me to render at 1280x720 resolution. 9 seconds? That's some scrubish time you got thar sir
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Apr 25, 2011 03:46 AM
Msg. 3322 of 6707
Quote: --- Original message by: Spartan_094Quote: --- Original message by: Shade117 pro I thought all of you guys would've known this was 3ds max... Oh well, it only takes 9 seconds for me to render at 1280x720 resolution. 9 seconds? That's some scrubish time you got thar sir around 9 seconds :P but yeah, I don't have the best processor around ya know.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 25, 2011 08:48 AM
Msg. 3323 of 6707
Thats off topic, but shade, do you think you can make a cubemap just by backing the reflection of an unwrapped cube in 3ds max ? Seeing the nice reflection you have on this visor, I'd like to have this as cubemap in CE.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 25, 2011 02:03 PM
Msg. 3324 of 6707
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 25, 2011 02:15 PM
Msg. 3325 of 6707
That's pretty freaking good! Nice job. Maybe the method could use a little work for the afakebump but looks better than a lot I've seen! I would say shadow the fakebump just a tad more and you would be good! 
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