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3 Dimensional Chat / Troll Character (Pretty darn big images)

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Alucard94
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Posted: 21st Mar 2008 16:00 Edited at: 3rd Apr 2008 00:33
Look down/next page for updates

AaronG
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Posted: 21st Mar 2008 16:09
I see what you're going for, but the abs aren't really, noticeable.


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Alucard94
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Posted: 21st Mar 2008 16:20
I know the renders don't give them justice but that's the mediocre lightning I somehow managed to make :S The abs are noticeable when you see them in person(I guess you say it that way... erm, meh you get what I mean)

Alucard94
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Posted: 21st Mar 2008 16:32
Okay I fixed the abs, looks allot better now

Alucard94
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Posted: 22nd Mar 2008 13:39
Anyone else?

hessiess
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Posted: 22nd Mar 2008 15:40
you don't need most of those edge loops, the edge flow could also be better. try stuing other peoples modles

Pet A Mizzle
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Posted: 22nd Mar 2008 17:10
Reminds me of the WoW Troll.

Grrrr you ALL!
Alucard94
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Posted: 24th Mar 2008 14:17 Edited at: 30th Mar 2008 21:38
Update: Look down

RUCCUS
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Posted: 25th Mar 2008 14:53
Its just a messy mesh, you need maybe a quarter of the edge loops in there to get the same definition. And with the angle those arms are at / the number of polygons you have in the armpit area, those arms are going to be hell to rig properly.

John H
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Posted: 26th Mar 2008 16:50 Edited at: 26th Mar 2008 16:57
Echoing what Ruccus said, you dont need that many edge loops... at all. Your overall geometry is a bit off... trolls aren't humans but then again, they arent very far off. The humanoid figure is full of curves, this is full of sharp angles, which takes away from realism. Most of the detail that you have modeled in here could be achieved with very basic normal mapping (ie. the abdominal muscles) - you have some pretty bogus placement of vertices resulting in a lot of sharp angles in your edge loops... with edge loops you want to have a nice, smooth flow as often as possible. Go down to Borders or whatever and buy a human anatomy book, it'll be the best investment ever and will make you look really awesome to professors in college (if you end up going into art at all/are already in college/just good to have in general)

Here is a quick head study I did, the edge loops arent perfect by any means, but notice the general 'flow' of the curves... there is still a lot of work to be done on it, mind you



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Alucard94
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Posted: 26th Mar 2008 17:13
Yeah I know, that mesh was horrible, I just generally messed up But when I have time I will remake it from the same reference and make it better. Learn from your mistakes ey? =)

Alucard94
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Posted: 30th Mar 2008 21:35
Complete remake, MUCH better now IMO.
I'm also planning on doing something with the hands like the Brawler character.













TDK
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Posted: 30th Mar 2008 23:01
Sorry to as such a 'noob' question, but what exactly is an 'edge loop'?

I did a search and found the following definition:

"contains vertices in row in such way that each vertex of the loop has two neighbour vertices except for the ends that can have more or less"

Yeah right!...

TDK_Man

Roxas
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Posted: 31st Mar 2008 19:22
Dang that is tight!

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John H
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Posted: 31st Mar 2008 20:16
TDK - Two vertices's have an edge between them, an edge loop is simply a segment of edges that makes a nice, smooth loop (ie. isnt interrupted by a pole)

Alucard - The model has definitely improved, geometry wise. Keep focused on making sure your edges are evenly separated, and take careful note of humanoid geometry. Your character appears to have no (or incredibly undeveloped) deltoids, which act as a fulcrum to life the arm, thus your character would have an awful hard time saying hello Also, could you post your reference? When I think troll, I think tall and lanky, this character seems rather developed.

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Alucard94
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Posted: 31st Mar 2008 21:53
W3LL M4JBII M4J CH4RACTER DOSNTT NED TOH SAHY HELLOH!!111 n00bzorx!!!!

Nah, thanks for the feedback everyone, and John, what are deltoids? Sorry, kinda swedish here so I'm not the best ever at english.

Here are the references:





@Roxas:
Tightness!! Lol, thanks btw

Insanity Complex
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Posted: 31st Mar 2008 23:57



Getting between me and my morning coffee is suicide...
Alucard94
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Posted: 2nd Apr 2008 19:54
I experimented with the idea of this being some sort of futuristic character so I made this gun thingy and attached it to the arm, it is based upon AndrewT's awesome weapon model(http://forum.thegamecreators.com/?m=forum_view&t=116220&b=3) though not as good lol
Renders:







Not sure if I should make this more of a scifi character, it would definitely be fun to make all the tech armor parts etc, but I don't know.
What do you think?

Xenocythe
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Posted: 3rd Apr 2008 04:48
Looking very cool!

Keep it scifi. I love it.

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Alucard94
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Posted: 3rd Apr 2008 16:18
Okay then Thanks for saying that lol, I really wanted to keep it scifi

Alucard94
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Posted: 3rd Apr 2008 22:01 Edited at: 3rd Apr 2008 23:36
Any good hand modeling tutorial(each finger modeled) out there? That is the only real thing I feel not secure at, and I didn't find any good tutorials from google searching

hessiess
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Posted: 4th Apr 2008 15:58
http://jlp.nerim.net/tutorials/hands-modelling/hands-tuto-01.html

high poly, but you should be able to remove a few loops easily enough

Alucard94
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Posted: 5th Apr 2008 12:29 Edited at: 5th Apr 2008 14:25
The hand is just bloody impossible to make... I'll try the tutorial you posted hessiess

EDIT: ... Didn't go to well, I ended up with a extruded box pretty much.
... I suck at hands

Alucard94
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Posted: 5th Apr 2008 21:21 Edited at: 5th Apr 2008 23:05
Hand done, not bad I think By the way, the wireframe got a little bit messed up in the render of the last closeups so yeah...
Still tweaking the wrist area to remove as many tris as possible










Alucard94
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Posted: 5th Apr 2008 21:25
Now all I have to do is get all the cool tech armor parts and the head Just the fun parts left

Roxas
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Posted: 6th Apr 2008 11:49
Now tell me.. How in the hell you advance so fast!?

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Alucard94
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Posted: 6th Apr 2008 19:01
I ask my mom to do everything for me...

Seriously though, I dunno, I guess that I umm... learn fast or something. Thanks by the way

Alucard94
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Posted: 7th Apr 2008 14:53
Okay guys, I'm really sick at the moment, the most extreme headache ever and just generally feeling sick so I can't do any more updates for awhile(only for like a day or so though).

But feel free to comment and critique

Alucard94
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Posted: 8th Apr 2008 17:35
Healthy again you guys! Going to make more parts on the model when I get time

Anonymous User
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Posted: 8th Apr 2008 20:07
Your hand looks great, reminds me of the warhammer 40k orks, maybe you should look at them for the sort of armour he should wear

???
Alucard94
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Posted: 8th Apr 2008 20:26
Will do, google here I come!

John H
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Posted: 9th Apr 2008 09:46
Could you post some shots of a purely flat shaded mesh, without all of this crazy static texture on it? It looks like you have some non-planar faces.

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Alucard94
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Posted: 9th Apr 2008 14:29
I did see that oddness in the renders, some weird shading, also tried to fix it but then I realized that it wasn't there :S Those faces are actually planar I promise, although haven't really checked all on the hands, I'll do that shortly

greenlig
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Posted: 9th Apr 2008 16:30
That's just the ambient occlusion with not enough samples. 5 I'd say.

Looks rather good Alucard. Can't wait to see it textured/normalmapped.

Greenlig

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Alucard94
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Posted: 9th Apr 2008 17:50
How many samples do I need?

AndrewT
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Posted: 9th Apr 2008 22:24
I usually use 10, but if I'm in a rush I'll lower it to 7 or 8. Also, for the wierd shading try turning up the 'Bias' value for AO; I don't if it'll actually help but I've heard that it can fix shading problems caused by smoothing normals with AO.

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greenlig
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Posted: 10th Apr 2008 02:25
That, or get rid of the AO entirely for this scene

As andrewT said, throw your samples up to 10 or so, and change the energy of the AO around till you get the desired result. Its a little dark at the moment...throw a hemi-sphere in there too

Look forward to updates

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Alucard94
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Posted: 18th Apr 2008 20:47
Okay now first of all, sorry for not posting for a while, school work has just been over my head lately and not very much time to model, but I have a few days to spare now and will use them to finish the head of, already 75% done, although it is giving me issues x_x

Will post renders when the head is done

Alucard94
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Posted: 19th Apr 2008 20:24
Okay the head is pretty much done, the lips and the nose caused me MAJOR issues(you'll see why in just a minute) just going to make the neck muscle thingys and then I'll post a render

Penfold
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Posted: 19th Apr 2008 22:47 Edited at: 19th Apr 2008 22:47
Good to see your not just doing guns now

You are improving very well , can I ask what programs your using now? They don't look the same as the ones you were using before?

'Ooh 'eck chief'...'crumbs'
Alucard94
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Posted: 19th Apr 2008 23:04
Hey there Penfold Haven't seen you in awhile, I'm using Blender to unwrap and model my models and I LOVE it

The old days of me making those guns kinda seem distant right now

Penfold
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Posted: 19th Apr 2008 23:06
Just dropping in between other *non game projects* -

good to see your advancing well greenlig best watch out

'Ooh 'eck chief'...'crumbs'
Alucard94
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Posted: 19th Apr 2008 23:10
Lol, I doubt I will ever beat greenlig But I can always wish
Thanks by the way heh =P

Alucard94
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Posted: 20th Apr 2008 19:25
Dang the face and the neck gave me issues! I had to add like 2 edgeloops just to make the damn thing work out the best way it could, ah well.
So here are the renders, and I even bothered to make up somewhat of a scene for it, I DID NOT MAKE THE TEXTURES FOR THE WALLS AND THE FLOOR I just found them on google and pt them on my UV's and then generated the normals and applied it as a normal map as well. (Although I wish I could make them :/ )
And I know the head is a complete mess, I am still tweaking it but this was really the only way I could get it to look like this(well someone NOT me might be able to do it but meh.
And the wire's and some of the shadows are messed up in the last renders but what the hell, I didn't feel like re-rendering






Penfold
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Posted: 20th Apr 2008 21:09
a few *loose* polys around the nostrils to be fixed and then I'd either pull the inside of the nostrils back n down or make them smaller. Just looks like he has a nose but can't breath. Take a look at a gorilla or something to help with that.

Other than that great (although for its current render setting mebe 2 hands would look better? although if as you say your putting armour etc on it won't really matter.

good job.

'Ooh 'eck chief'...'crumbs'
Alucard94
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Posted: 20th Apr 2008 21:16
Yeah I'm putting armor on him(If I figure out how to model armor lol ) And thanks, will try that with the nose.

Aertic
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Posted: 20th Apr 2008 23:19
looking good.
RUCCUS
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Posted: 21st Apr 2008 04:08
Alucard, select the polygons on the character you want armour to cover, and either

a) Extract the polygons off of the model and then extrude region them out on their normal / switch to vert mode and move inwards on the normal to give the armour thickness. This method is if you want the armour as a separate mesh

b) Do step a except dont extract.

That would be in Wings 3D, I dont know the command names for blender or whatever you're using.

Alucard94
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Posted: 26th Apr 2008 01:29
Thanks for the tips ruccus, will do that!
Sorry for no updates people, I wish I could have said that I had worked my butt off or something but honestly I haven't This week has been one of those lazy weeks for me as I haven't had much school work and I couldn't really think of any suiting armor for my troll, now as I have a somewhat good idea of what to do I'll start making it (tomorrow), and you should have pics in the next upcoming days

Alucard94
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Posted: 27th Apr 2008 17:50
I might actually end up scrapping the sci fi all together, as I learned it just didn't fit the character I wanted it to be, and it just took up way to many polygons.
We'll see what I'll end up with

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