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3 Dimensional Chat / Character model W.I.P (Omgosh Alucard posting modals?!)

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Alucard94
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Posted: 21st Mar 2009 19:15 Edited at: 21st Mar 2009 19:16
Quote: "while not showing any of your own Mr. ALL TALK and NO WALK....?"

Let's walk then shall we?

Even if I don't post my work here I still do do work. And these few days I've been working on this little character of mine, which I wasn't going to post but I guess I'll do it now just to shut some people up.
He's about 2500 faces and is fully modeled and unwrapped and I've begun texturing as you will see below. The only part of the texture done though is the face since I just started texturing it yesterday, and I am not great with faces so it may have come up looking more of a cartoonish style but I'll try and make it fit in with the rest of the body.
Also you may wonder what's up with his leg, that'll be some sort of robotic part. You'll see when the texture is done.
And YES I do listen to criticism, if you doubt this look back at my old (Noob'ish but still) threads and look for yourself.

Screenshots.

Basemesh:

Finished model:





Finished weapons:


UV Map.

Texture W.I.P:



And I actually made the weapons be on the same map as the character just for the sake of it.
So unleash the lashes of criticisms you have at me.


Alucard94, the member of the future of the past.
Sid Sinister
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Posted: 21st Mar 2009 21:24
Ooh! Not bad! Nice face texture. I can't wait to see the hair alpha mapped and all

Some pointers with the UV Map though. You have a lot of (for lack of a better term) UV fragments on it. Texture Artists HATE getting UV maps that are confusing. It's a waste of time to try and figure out which part of the UV map coorisponds with which part of the mesh. Try and wrap things say that it's easier to see that just by looking at it. And try joining some of the smaller parts in with the larger.

And are your weapons on that map as well? If so, put them on a different map.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
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Demon Air 3D
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Posted: 21st Mar 2009 21:48
Awesome soo far! But you know where the shin meets the ankle ? i would change it i dunno why



Alucard94
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Posted: 21st Mar 2009 21:54 Edited at: 21st Mar 2009 21:56
@Sid:
All those fragments you see are most likely just caps for cylinder shaped objects and such, which I could overlap I suppose, but me being lazy and all I guess I didn't. I understand your point though, if I notice myself being confused when texturing I'll be sure to overlap most of the small caps I have which will remove a lot of the fragments. Although after modeling and UV Mapping the thing myself I guess I'm sort of biased, since I know every piece by heart. :-P
I actually put a surprising lot of thought into whether or not to keep the weapons on the same UV Map, which is rather surprising considering I don't really think much when doing the stuff, and ended up keeping them on that map just for the sake of me having a "giant" 2k map for the texture and that those weapons probably won't be used for any other character anyways. And the weapons are so simple anyways (Basically just having a overlapped side projection for the blades, and small things for the handles) that it didn't take up much space. If I like the way the texture for the weapons turn out though I will actually move them into another model scene and give them special UV Maps and re texture them.

After re-reading this I realize it sort of sounds like I'm avoiding the criticism, but trust me, I'm listening to the fullest since I know that Sid probably knows a hell of a lot more than I do (Going to animation college and all. ) and am going to use the stuff on my next work.

@Demonair:
Maybe the thigh is a bit thick? Or what do you mean exactly, "dunno why" doesn't give me much to work with.


Alucard94, the member of the future of the past.
Demon Air 3D
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Posted: 21st Mar 2009 22:44
Hey, sorry it wasnt to 'constructive'.
Well ive attached the image (i'd narrow the bits in red...)

great work anyway !



=Acid=
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Posted: 21st Mar 2009 23:14
Looks good.
The muscle at the arms seem a little lower than they should be. The legs seem fairly good but their is no connection in the crotch area. Some of the scaling is a little off, but the proportions look okay.
As for the texture it's not bad, Although It does need some color. Try some blues, purples and dark reds. Also looks like it could use a pass in the noise filter.

Looking nice anyway. What kind of character is he? I at first thought he was an aztec.

Keen to see more progress.
Demon Air 3D
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Posted: 21st Mar 2009 23:43
Also i would lengthen the arms soo they're just above the knee...

Great work anyway



Strelok
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Posted: 22nd Mar 2009 00:15 Edited at: 22nd Mar 2009 00:16
Looks like you followed the swordmaster tutorial ? your style
reminds me of it. But Looks good so far , can't wait to see the rest.


Alucard94
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Posted: 22nd Mar 2009 00:48
Ah well spotted! Although no I didn't really "follow" the tutorial so to say, since I have no money to buy it, but I saw some of the preview pages that you could watch a long while back and made that base mesh from that, which I've been using for a while now. All I really did with the face from the tutorial was pick a few colors from that face, since I can't seem to get the right color for whatever reason. Everything else was and will be made custom.


Quote: "Looks good.
The muscle at the arms seem a little lower than they should be. The legs seem fairly good but their is no connection in the crotch area. Some of the scaling is a little off, but the proportions look okay.
As for the texture it's not bad, Although It does need some color. Try some blues, purples and dark reds. Also looks like it could use a pass in the noise filter.

Looking nice anyway. What kind of character is he? I at first thought he was an aztec.

Keen to see more progress."

Thanks! I will certainly change those things, and the face color issue I'm aware of, I'm fine tuning it right now.


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Sid Sinister
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Posted: 22nd Mar 2009 01:18
@Alucard: Did you just put up a pic of the hair or did I completely miss that the first time through?

I'm not sure if I see anything I would overlap. But that's just me. I don't feel comfortable with overlapping most of the time. This is just personal preference though and there isn't anything wrong with it. It does mirror the texture though (I know you know this, just saying for readers). I think part of my disliking overlapping stems from how much of a perfectionist I am with my work. There is no easy way (that I know of, if so, do tell!) to line up verts perfectly while in UVW edit mode. It would be great if Max had some sort of Vertex Snap in the Uv mode. I know Max HAS a vertex snap, but it only works in the viewport, not in uv mode.

Quote: "Looks like you followed the swordmaster tutorial"


Well spotted indeed! Your totally right now that I re-look at it. Lol. I've been meaning to buy that and take a look at it.

Good job doing that from eye Alucard. This really speaks volumes about you as a modeler and means you have some natural talent. Not everyone has the ability to look at something and rebuild it. You and I share this ability
When I was younger, I would look at a few pictures of these complex lego robots and rebuild them. I would drive my brother nuts lol.

Anyway, as far as grouping multiple objects in your texture map, it's up to you. I stay away from it because if I sometimes reuse weapons else where. Also, if your character is not always holding his weapon, why have that memory being consumed with a texture that's not being shown? Modularity is important, not just for design and the mixing and matching of characters and assets, but in performance in the game engine as well.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
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Alucard94
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Posted: 22nd Mar 2009 01:45
That hair picture has been there since I posted. Maybe it didn't load the first time you went to the thread or something. Though I've enhanced the hair alpha a bit since.
And the overlapping parts really were just the cylindrical caps I mentioned, there are only a couple in there but they could be overlapped without actually having to mirror them.
In maya it is actually really easy to overlap things, although I tend not to do it too often. Though I might as well mention that the arms are overlapped and the legs as well on this UV Map. And obviously the hair groups.
You also did the lego thing? I used to do the exact same! (Though without the brother part, since at the time I didn't have any siblings. )
And I know the issues with the combined UV Map, I'll probably change it to two maps anyway, since I've noticed I could use the detail.
Thanks for the comments everyone, after some revising on the UV Map I'll do the torso.


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Sid Sinister
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Posted: 22nd Mar 2009 08:00
Quote: "You also did the lego thing? I used to do the exact same! "


Haha! I thought I was the only one! Man, I wish I still had pictures of the crazy things I made. I do still have a remnant of my genius sitting on my shelf in the bedroom. It's a poseable, and quite non-destructable, leg I used when building fake Gundam's. I used to be really into Gundam Wing growing up, and my brother and I would build mobile suits and gundams as strong and dangerous as we could, and crash them into each other as if they were fighting. We had so much fun
Oh, we built some crazy Zoid things too.

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Alucard94
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Posted: 22nd Mar 2009 15:04 Edited at: 22nd Mar 2009 15:06
@Acid:
First of all thanks! And I have a small hunch that those proportion issues came from the fact that this was the first things that I really "didn't" use a reference image from, and since I have limited anatomy knowledge they just slipped in there so thanks for pointing them out! Will fix those when I get to the corresponding parts!

@Sid:
Hehe, I didn't do a lot of Robots but I can remember building an entire kingdom on a stretch of 4 combined tables in my room, I remember seeing some sort of image on the internet and doing it non stop for a few days. Had quite a bit of fun in there, building machinery and stuff for the kingdom to use, good days.

So I've got a small update, I've started on the torso texture and since it's the first real "torso" I've textured I'm quite happy with the results, though nowhere near done because as you might tell there are no nipples for example and only the front of it is started and such and such.
Now this texture might be completely wrong since at the time I made it I didn't have the time to search for anatomy reference (Which I'm going to do right now actually).
But yes. Enough text, image now.


EDIT: Oh and that awful seam there will be solved after I've finished the torso. Trust me.
I realize it lacks some color as well, as I said I'm still in the process of doing it and some color overlays are usually last on the list of things I do.


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RUCCUS
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Posted: 22nd Mar 2009 16:11 Edited at: 22nd Mar 2009 16:11
Proportions are a little off in the legs and head but overall its a pretty decent model. Good job alucard.

Demon Air 3D
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Posted: 22nd Mar 2009 17:41
One thing, Either the pectorials are to high or the abdominals are to low, OR just add another row to the abdominals.

SamHH
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Posted: 22nd Mar 2009 18:18
Yeah, people have 6 packs not 4 packs.


Alucard94
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Posted: 22nd Mar 2009 18:27 Edited at: 22nd Mar 2009 18:28
There is another row. I just didn't define it enough. It's the place around the belly button. I'll fix it now.


Alucard94, the member of the future of the past.
Alucard94
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Posted: 22nd Mar 2009 20:12
Okay, redid it a little, better?



Alucard94, the member of the future of the past.
Demon Air 3D
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Posted: 22nd Mar 2009 20:44
Looks great Damn i wish i could do skin

SamHH
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Posted: 22nd Mar 2009 20:58
more like this, but thats just the way I see it.


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Demon Air 3D
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Posted: 22nd Mar 2009 21:19 Edited at: 23rd Mar 2009 00:03
No offence but alucards looks more realistic. people dont really tend to model abs.

SamHH
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Posted: 22nd Mar 2009 21:34
LOL, well obviously, I posted a picture an untextured pink model just set an example, its not a compare and contrast models thread.


Sid Sinister
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Posted: 22nd Mar 2009 23:50
Quote: "more like this, but thats just the way I see it"


I would probably not have added geometry to show the abs. A normal map would have sufficed there. Human abs don't extrude that much. BUT, you do need a high poly model to make a normal for a low poly normal, so maybe that's what you were doing. Or, you could just be making a high poly model, which is perfectly fine anyway lol.

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Alucard94
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Posted: 22nd Mar 2009 23:59
From my experience, if you have that sort of geometry for the abs, it'd just look way too flat and square, and you'd have to overkill the geometry to make the abs good enough to look at. While a normal map, as Sid said, would suffice just fine since it can allow you to have rounded shapes without actually adding unnecessary polygons.


Alucard94, the member of the future of the past.
SamHH
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Posted: 23rd Mar 2009 01:17
Thanks guys.


=Acid=
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Posted: 23rd Mar 2009 03:52
I like the update so far, Don't forget to get rid of the awful seam between the neck and deltoid. As for his abdominal muscles they do seem really bulky. I think a little less shading won't make it look so sticking out. I want to see color! Looks like your just using one base, with shading. Using one color usually tends to make the texture sort of burned out.

Oh and I didn't mention this before but in the UV layout you could have overlapped the face area, so you don't have to have a hassle with copying everything over all the time. I would also recommend baking out an AO map just to get that extra shading.

Good work!
Alucard94
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Posted: 23rd Mar 2009 07:55
Thanks Acid. I do agree on the bulky part, I'll probably tone it down a bit. And yes that seam is going to be terminated after I've finished the back part of the torso. And don't worry, I'll put in quite a bit of color soon, you'll see.
I know I could've overlapped the face but I guess that I thought at the time that I would make more custom details to it so I mapped the entire thing.
Thanks for commenting!


Alucard94, the member of the future of the past.
Alucard94
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Posted: 23rd Mar 2009 22:23 Edited at: 23rd Mar 2009 22:26
Current progress on the back.



And I realize that I could just have edited my last post but since I want people to know that something new has happened in this thread I'll be evil and just double post.
EDIT: Note that the "rectum" part of the model will be covered with some sort of trousers or underpants since I realized that it was showing and that I haven't got any genitalia modeled in.
So after I've got the back done I'll start removing those awful seams I've got showing. They're really grossing me out.


Alucard94, the member of the future of the past.
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Posted: 23rd Mar 2009 22:42
I think the shoulder blades need to be taller, and some definition where they end.

This looks pretty dang awesome Alucard.

H

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Alucard94
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Posted: 24th Mar 2009 16:49
Thanks. Will take it in mind.


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Demon Air 3D
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Posted: 24th Mar 2009 17:31 Edited at: 24th Mar 2009 17:41
Hey, to help you on the back muscles abit more, study this pic.


Great work anyway!

EDIT: Sorry about the size of the pic!

AndrewT
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Posted: 24th Mar 2009 21:04
The shading on this part looks a little too "extreme" if you know what I mean:



Overall though it looks a like a fantastic model. Nice job.

Thank you.
Alucard94
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Posted: 26th Mar 2009 16:31 Edited at: 26th Mar 2009 16:32
I'll back it down a bit. Thanks.

Sorry for the lack of updates I guess, these past few days I've just been busy with real life things so I haven't been on t he computer much, but since I now know how to remove those seams smoothly you'll see an update soon. Thanks for the comments!


Alucard94, the member of the future of the past.
heyufool1
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Posted: 27th Mar 2009 01:45
It looks great! But i think the back is a bit too wrinkly. If the person is suppose to be older then it's fine otherwise i think you should smooth it out a bit.
Alucard94
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Posted: 28th Mar 2009 11:15
So I haven't had any network connection for the past day or so but here's an update.
The arm is done and can you see any seams? Neither can I.







Alucard94, the member of the future of the past.
Demon Air 3D
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Posted: 28th Mar 2009 20:21
I think he looks great so far!

Alucard94
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Posted: 30th Mar 2009 21:35 Edited at: 30th Mar 2009 21:54
Thank you!
Oh and I gave him some pants just for the hell of it. Although the detail as in folds and such that I can make out of them is very limited unless I want to create a normal map since I simply don't have enough divisions along the legs to make them look correct, but considering most of both the legs will be covered by armor I really don't care that much. I just wanted something there. Time for the armor and stuff I guess.



EDIT: After these shots I did add some more wrinkles to the butt are to explain the odd shaping going on there. So don't worry.
Oh and wait, I still have the hands and the feet left don't I? So those first then I guess.


Alucard94, the member of the future of the past.
Alucard94
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Posted: 2nd Apr 2009 21:54
Another update, I completely redid the legs, as when I looked back on them I realized that they were equal in quality as a steaming pile of dog droppings. Basically they didn't suit my image of the character at all.
This should do better.






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Quik
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Posted: 2nd Apr 2009 22:09
looks great Alucard Far better than i could have done! keep it up!

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Posted: 3rd Apr 2009 00:04
I think you should give the inner bandages dark edges, for a 3D feel.

The texturing is great so far.

H

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Demon Air 3D
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Posted: 3rd Apr 2009 00:07
looks great. but the shorts look disturbing i'd make them longer
Sid Sinister
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Posted: 5th Apr 2009 06:40
Looking good dude!

A few suggestions: Don't texture the shorts on the legs. Just create some shorts. You don't have to be intricate about it, it will just look a lot better. Unless of course you want him to look like he's into that tight clothing style

Secondly, his hair looks like he was just electrocuted while riding with his head out of a car window for 20 miles. Having said that, I'm not sure what I'd change if I had the model lol. I think it gives it some personality, but parts of look like they could be done a bit better but still have the same "I just got off a roller coaster" effect. For instance, you can clearly see the different patches and planes where his foreheads meets his hair when it should look more natural. And if you look at the model from behind and on an angle, you can see his skull because his hair is sticking so far out. Sometime to try before you start rotating hair around is to texture his head with the same hair texture (just without the alpha of course). See if that doesn't hide the skull skin a bit better.

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Alucard94
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Posted: 6th Apr 2009 11:29 Edited at: 7th Apr 2009 00:18
The shorts are just flat textured on because, if you look at the actual geometry you'll notice that they're almost completely hidden by all the clothing and such, so if I were to actually make geometry for them it'd just look out of place. And hey, I like being anal.
The hair to head transition is an issue I'm fully aware of and will fix very soon, the actual hair doo is quite strange I know but it's mainly like that since this really is the first time I've done alpha hair and I had some fun. I'm not sure if (or how for that matter) I'll change it, I've grown quite found of the over done anime hair that he has going on right now. But I probably will change it a bit later on.
Oh and I do have an update, but since my main computer doesn't have an internet connection at the moment (I'm on my iPod as of this moment) I can't post anything.
Thanks for the comments, keep them coming!


Alucard94, the member of the future of the past.
nackidno
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Posted: 6th Apr 2009 19:43
The hands look strange, maybe making them a little wider?

"Ja, för det är jävligt manligt att ligga fosterställning i duschen och raka röven! Testa det! "
Alucard94
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Posted: 7th Apr 2009 00:16 Edited at: 7th Apr 2009 00:18
Ah, I was waiting for someone to notice the hands, the weirdness comes from the thumb being generally wrong in position and I'm going to fix it very soon.
So now as my network connection is up again I can post some updates as well, I've done quite a bit, the hands and the feet are obviously done, I decided to make the hands gloved and the feet obviously wearing some sort of shoes, for the cloak you'll see what I did and I've also got something else rather different for this update. I actually remade the torso clothed with a shirt, this was because after I had made the cloak which I'm quite pleased with I noticed that it didn't fit at all with the rest of the body, so adding the shirt in there sort of made it fit a bit more.
Obviously I didn't delete my previously made hard work, it's still there, and I can switch from clothed to unclothed in an instant.
I'm still debating whether or not to give him some longer non-ripped pants to suit that style as well but I'll just wait until the other more "different" leg is textured as it probably will give me a better view of the model as a whole.






Alucard94, the member of the future of the past.
Image All
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Posted: 7th Apr 2009 06:30 Edited at: 7th Apr 2009 06:33
Yay for half-coat people!








Quote: "and I can switch from clothed to unclothed in an instant."



Remember those old guys? They made epic renders, I think one of them was called DaVinci, and all they used was MS Paint. Sometimes it's just skill....
Alucard94
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Posted: 7th Apr 2009 13:54
Well I can.


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Demon Air 3D
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Posted: 7th Apr 2009 14:44
i like the coat, good work.
Alucard94
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Posted: 12th Apr 2009 22:18 Edited at: 12th Apr 2009 22:18
This week has been terribly busy for me but I've gotten some tests with the leg. Obviously these shots lack of actual detail but I'm not done yet.



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Red Eye
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Posted: 12th Apr 2009 22:41
amazing this is so cool... i am so jaloes...


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