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3 Dimensional Chat / <3 (3D character model, like usual)

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Alucard94
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Posted: 5th Mar 2010 20:38
So yeah, some of you might've seen my posting a reply or two on here recently, and whenever I do that I tend to follow it up with a thread. I guess I should apologize for my distance recently from this forum entirely, but I haven't had much time to 3D work and honestly, I don't think this forum can give me as much as other places could.
But since I know there are a few cool people who I'd like some comments from and such on here I'll stay, and because I still love you people. <3

On other notes I have a model for you! I know what a revelation, this time a "GOW3 Hades" inspired model, not exactly the same but that thing was far too awesome not to draw inspiration from. Currently sitting at a somewhat complete high poly model in Zbrush and is going to be retopped most likely quite soon.
Below are some shots from the lovely Zbrush, and before you ask, yes the obvious size of the legs and the forearms was intentional, so no need to comment on that. Hope it looks decent. (Not sure wether these images are huge or not, please do excuse me if they are)





Alucard94, lacking proper intelligence.
lazerus
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Posted: 5th Mar 2010 20:49


Great work as usual alucard, i noticed that pattern of yours aswell, the odd comments then you hit us with a great model.

The only crit i can think of is his toes, thier a little flat. A little boost maybe?

Alucard94
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Posted: 5th Mar 2010 21:06
Thanks. Yeah that is a good point, I'll get to it.


Alucard94, lacking proper intelligence.
Cyborg ART
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Posted: 5th Mar 2010 21:21
Just plain awesomeness!
That is what call AAA-game quality!

What are you going to do with it?
Ever tought of publishing models for TGC (FPSC-Modelpacks)?

Can't wait to see it textured.

Alucard94
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Posted: 5th Mar 2010 21:38
Hah, thanks a lot!
I just did it for fun so I'm not entirely sure, and I'd love to publishing models to TGC although I'd need someone to aid me with things with animations and setting things up for FPSC, because my knowledge in those areas isn't too large. And generally since I can't find people that can help me with this I tend not to publish things.


Alucard94, lacking proper intelligence.
lazerus
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Posted: 5th Mar 2010 22:03
Were in the same boat alucard

One week till the end of my unit and i can focus on making alot of characters for fpsc. The problem is the .fpe? script files. No idea how to use the buggers lol. never mind competing with the advanced scripting like jhon's, bond's and erants models use.

humphh lol.

Ill ask formally after ive finished my work.

Cyborg ART
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Posted: 5th Mar 2010 22:58 Edited at: 5th Mar 2010 22:59
@Alucard

Just send me an e-mail and I will help you. Its not as hard as some believe

[edit] Are you using Zbrush?
[edit 2] Re-read your first post

Ortu
DBPro Master
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Posted: 6th Mar 2010 06:46
I likes it. Wouldn't mind seeing a smoother curve along the full length of the horn but that's just preference.

I will note however that the pinky fingers seem a bit shriveled compared to the rest of the hand and with an odd bulge between the 2nd and 3rd joints. Also on the backside of hand, the 1st knuckle on the middle fingers seems a good bit higher and flatter than the rest.

Not trying to nit-pick but I've been trying to improve my own hand modeling so these details just stand out to me.

Very nice work though!


Alucard94
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Posted: 6th Mar 2010 10:34
Quote: "@Alucard

Just send me an e-mail and I will help you. Its not as hard as some believe"

Cool, I'll keep that in mind.

Quote: " likes it. Wouldn't mind seeing a smoother curve along the full length of the horn but that's just preference.

I will note however that the pinky fingers seem a bit shriveled compared to the rest of the hand and with an odd bulge between the 2nd and 3rd joints. Also on the backside of hand, the 1st knuckle on the middle fingers seems a good bit higher and flatter than the rest.

Not trying to nit-pick but I've been trying to improve my own hand modeling so these details just stand out to me.

Very nice work though!"

Thanks! And don't worry, it's not nitpicking, I'll definitely go over the fingers once more, haven't given them too much attention.


Alucard94, lacking proper intelligence.
Alucard94
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Posted: 6th Mar 2010 19:17 Edited at: 6th Mar 2010 19:17
Giving a quick update, gave him a bit of a pose, just to give some more character and fixed some of the finger and toe issues. Also started retopologizing him, which I have an annoying feeling I should've done after the retopo but eh, can't be changed now.






Alucard94, lacking proper intelligence.
lazerus
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Posted: 6th Mar 2010 19:34
looking very nice, after retopology, do you use a progrma like melody to map on the normals from the sculpt?

Insanity Complex
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Posted: 6th Mar 2010 19:53
Very nice looking model!

I would like to say though, I'm glad you're staying around here. While I know that I usually don't have a lot of constructive criticism in this area(I never got as heavily into 3D as I had wanted to in the past, especially after beginning programming classes and whatnot), you're one of the 3D artists here who I enjoy greatly. Your work is among a few(along with Lazerus, Neodelito, and some others), that go so far as to spark my interest in picking up 3D again, and actually trying to go somewhere with it. Mayhaps I should pick it up again...

Alucard94
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Posted: 6th Mar 2010 20:25
Quote: "looking very nice, after retopology, do you use a progrma like melody to map on the normals from the sculpt?"

Yeah, I'll first make the UV's of the low poly in Maya and then bring the low and high poly into xNormal for map generation.
Quote: "Very nice looking model!"

Thank you!
Quote: "I would like to say though, I'm glad you're staying around here. While I know that I usually don't have a lot of constructive criticism in this area(I never got as heavily into 3D as I had wanted to in the past, especially after beginning programming classes and whatnot), you're one of the 3D artists here who I enjoy greatly. Your work is among a few(along with Lazerus, Neodelito, and some others), that go so far as to spark my interest in picking up 3D again, and actually trying to go somewhere with it. Mayhaps I should pick it up again...
"

Hah wow, thanks, and no issue, I don't plan on all out leaving this place for a long time, it's been far too influential to me to leave it behind. And you should definitely try a bit of 3D, some parts of it are tedious indeed but the feeling of actually having made something cool is quite a nice one.


Alucard94, lacking proper intelligence.
Insanity Complex
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Posted: 6th Mar 2010 20:34
Quote: "And you should definitely try a bit of 3D, some parts of it are tedious indeed but the feeling of actually having made something cool is quite a nice one."


Oh, I plan to revisit it. I have dipped my toe in the waters of 3D, I know I can enjoy it. The only issue right now is that life has me pulled in enough directions I haven't even touched programming in over a year, which is where my main interest lies. But at some point, when I can finally sit down with some truly free time, 3D is one of those things I really do want to pick back up.

Cheese Cake
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Posted: 6th Mar 2010 20:46
Loving this man! Anatomy looks good, concept is ace!

high poly is sick and the low poly is great.
Good job man!

"Fromage Cake"
Azunaki
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Posted: 6th Mar 2010 21:58
i had missed seeing such exceptional work alucard.

did you model a full face behind that helm, if so any chance we could see it?

also i don't really like the squarish shape at the base of the horns(sorry for being nit picky)

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Cyborg ART
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Posted: 6th Mar 2010 22:14
You really need to make that game-ready
Looks like the boss in the end of a dark cave

Alucard94
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Posted: 6th Mar 2010 23:13
@Azunaki:
There is indeed something behind the helmet, the something being a pre-made skull model I had lying around on my harddrive, just slapped it in there for the time really, kind of fits. Don't think it'd have to be shown seeing as it was just some free skull thing I found on the web way back.

And don't worry Cyborg it'll probably get game ready. Quite determined with this guy


Alucard94, lacking proper intelligence.
Dr Parsnips
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Posted: 7th Mar 2010 02:43
Looks awesome mate, loving the anatomy, my only crit is the legs look a little skinny, but I think thats probably more a personal preference thing! Can't wait to see this guy finished!

Azunaki
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Posted: 7th Mar 2010 05:15
yea it looks awesome behind the helmet.

any progress on retopologizing your model?

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Alucard94
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Posted: 7th Mar 2010 18:01 Edited at: 7th Mar 2010 19:04
Thanks guys! And Dr Parsnips, the legs as I mentioned it before are made to be like that. I find that it makes him look a bit more brutal.

UPDATE! Body freakin' retopologized, I have under this process learnt that posing something that you are going to retop before actually retopologizing it is something very dumb and should not be done. But it did get done, so hooray.


Now onto the other parts, which shouldn't be as slow.


Alucard94, lacking proper intelligence.
Alucard94
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Posted: 7th Mar 2010 20:03
So... Bad news... For me, had some issues and realized that it's just plain better if I go and retop it again in its unposed stage. So I'll be doing that, should only take a day or so but still quite an annoyance.


Alucard94, lacking proper intelligence.
Mazz426
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Posted: 7th Mar 2010 20:15
thats a shame, retapology can be a real pain, but once you've gotten used to it its a real breeze, like the model at the moment, reminds me a bit of Obilix

Alucard94
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Posted: 7th Mar 2010 20:23
Thanks! I don't mind retopologizing at all, it's quite enjoyable when you aren't doing all the small corners and spaces in between fingers/toes etc, it's just the fact that I have to redo something I've already done that's kind of bugging me.


Alucard94, lacking proper intelligence.
heyufool1
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Posted: 8th Mar 2010 04:26
Is there any advantage going from high poly to low poly instead of low poly to high poly?

"So hold your head up high and know, it's not the end of the road"
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Mazz426
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Posted: 8th Mar 2010 17:12
heyufool1@
you retapologise a high poly model so that you can apply high poly details to it, it also allows you to manually define the shape, spacing and amount of polies you use allowing you to generate even srface detail, you can also use the projection master to apply the HP details to the LP model

also alucard i'd strongly recommend if you haven't to visit the pixologic download center as they have added a tool that with one click of a button you can generate a UV map, its available for mac as well (if i recall you said that you use a mac) this means that you no longer have to manually uv map, heres the link to the forum page

http://www.pixologic.com/zbrush/features/UV-Master/

Alucard94
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Posted: 8th Mar 2010 18:08
I realize UV Master exists but it can never give me results or configuration as good as what I can make manually in Maya, so I'll pass.


Alucard94, lacking proper intelligence.
Mazz426
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Posted: 8th Mar 2010 18:18
alucard@

yeah if you texturing outside of zbrush then i agree, its in that case better to manually do that, its really just there to ensure that artists can maintain a steady work flow inside zbrush

Alucard94
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Posted: 9th Mar 2010 18:25 Edited at: 9th Mar 2010 18:27
Just an update to show that I'm not dead. Retopologing as previously mentioned, only feet and hands
left. Probably adding slightly more detail into this one, I could still put in more if I wanted without breaking the average poly count of these characters but eh, can't be arsed.




Alucard94, lacking proper intelligence.
lazerus
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Posted: 9th Mar 2010 18:37
Always a pleasure to see yuor work alucard.

Retopologing twice? ouch lol.

Looking monsterous, Do you have any plans or are you just playing?

-Con

Mazz426
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Posted: 9th Mar 2010 19:26
the second retapology looks pretty good, glad to see that you're avoiding triangles

Alucard94
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Posted: 9th Mar 2010 23:17
Thanks guys! Nah Laz I don't have any real plans, I will retop all the pieces and texture them though, but other than that I'm really not sure of anything. I'll take him as far as I can though!

SO YEAH, second retop done! Hooray to the fluffy pink, slightly moist substances of my mind for being able to withstand redoing something over again. Although it didn't take that long this time because of the symmetry I was able to use.
On to the next pieces, the chains are what's kind of making me think a bit at this point.




Alucard94, lacking proper intelligence.
Dr Parsnips
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Posted: 10th Mar 2010 02:29
Looking really nice man, The hands look really clean and smooth, nice one

lazerus
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Posted: 10th Mar 2010 11:45
Another reference pic ^_^'

Sorry i seem to steal all of your poly loop setups or at the least reference them time to time

Alucard94
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Posted: 14th Mar 2010 16:28 Edited at: 14th Mar 2010 19:53
No problem, if it helps you go ahead.

So yeah, I'm not dead. Been busy lately but I've got all of the "clothing" parts retopped and I've started the texturing the main body, here are some links for you sexy people.




Alucard94, lacking proper intelligence.
Mazz426
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Posted: 14th Mar 2010 17:39
you should correct his hands and toes, they look slightly blobish, the skin texture looks pretty good but some subtle blues would add that required depth to generate a realistic skin texture

Alucard94
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Posted: 14th Mar 2010 18:57
I don't quite see the blobbyness, I'll go and check again, but in the end if I think they look fine I'll keep them on. The blues and purples are in there I assure you but only very subtle, what you need to consider is that I'm still working on this texture and that I work in passes.


Alucard94, lacking proper intelligence.
Alucard94
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Posted: 14th Mar 2010 23:39
Small update, still wondering what I want to do with this character, been trying new things out. We'll see what'll come out on top.




Alucard94, lacking proper intelligence.
Black Profductions
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Posted: 15th Mar 2010 00:34
Alucard, are you interested in working in an indea game?
Tell me and i will email you

Asteric
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Posted: 15th Mar 2010 00:43
I have to say i am not a fan of the big chains, or the spikes, just dont seem to fit.

Azunaki
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Posted: 15th Mar 2010 04:49
it needs a good environment for the spikes and chains to work. although i think it makes him look BA.

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Alucard94
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Posted: 15th Mar 2010 08:17
The spikes I'm keeping, since they're cool and all. The chains are still very experimental. We'll see where it goes.


Alucard94, lacking proper intelligence.
Asteric
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Posted: 15th Mar 2010 18:04
To be honest, the spikes look very demonic, yet the character comes off as more as a brute type character. I think if you maybe had a breastplate with spikes on it would make the character easier to read, right now it seems to be mix of ideas.

mike5424
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Posted: 15th Mar 2010 18:30
That just looks to painful. Enough said...

---
Cyborg ART
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Posted: 15th Mar 2010 20:29
Can I mary you?




Looks better and better every time I check this thread.
Looks like bond1 got some competition

Quik
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Posted: 15th Mar 2010 21:12
i have to second asteric


[Q]uik, Quiker than most
Alucard94
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Posted: 15th Mar 2010 21:16 Edited at: 15th Mar 2010 21:16
Cyborg we'll get to that.
Quote: "To be honest, the spikes look very demonic, yet the character comes off as more as a brute type character. I think if you maybe had a breastplate with spikes on it would make the character easier to read, right now it seems to be mix of ideas."

It however isn't a brute, I don't quite understand why you'd assume that, maybe because of the weapon which I've now removed. It's more of a prisoner/guard type character for prison-like fiery environments and such. I figured him as being another prisoner that they just took and promoted to guard so to say.


Alucard94, lacking proper intelligence.
Quik
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Posted: 15th Mar 2010 21:21
i too read him as a brute truth to be said, and i dont see ur idea tbh


[Q]uik, Quiker than most
Alucard94
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Posted: 15th Mar 2010 21:23
Wether you do or not, that is what I want to push with this character.


Alucard94, lacking proper intelligence.
Quik
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Posted: 15th Mar 2010 21:37
haha yeah=) ofc^^ just telling my point of view=)


[Q]uik, Quiker than most

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