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3 Dimensional Chat / High poly Orc

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BiggAdd
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Posted: 4th Sep 2006 05:30
Nice.... Very Nice.

(ps... Damn you!!! its good)

Mucky Muck Ninja
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Posted: 4th Sep 2006 06:05
Thats lookin really cool!
Only thing i'd say is the lower arm is kinda squarish, but maybe displacement mapping is going to fix that.

TKD guy
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Posted: 4th Sep 2006 07:41
That is an awesome model! The flaps under the pex are a little weird, but that's kinda what the picture looks like.
Seppuku Arts
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Posted: 4th Sep 2006 11:58
Thanks for the comments, much appreciated. I'll fix the squary arm Mucky, displacement would fix it, but I'm leaving all my dirty work to that, just some of it .

TKD, the pecs tdo look weird, I'll be fixing those, thanks

Quote: "freaky concept u got there of an orc."


Freaky, scary, ugly are all comments that show I'm doing it right Cheers

Seppuku Arts
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Posted: 4th Sep 2006 21:13
He has 2 arms, smooth hair, the axe has smoothen off a bit with 'layer 1' texture (the other layers will be done in photoshop) I've attmepted ti make his muscles look bigger, making the pecks look worse, but I am still yet to work on those. Also he has his thigh plates done.

I think as he will have to have a name, as the competition requires his background info, the name Valhalla (sp?) felt like a suitable name, what do you guys think?




Acolyte Entertainment
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Posted: 4th Sep 2006 21:28
oo nice. me likey

[href]www.acalite.com[/href]
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Crazy Ninja
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Posted: 10th Sep 2006 14:29
dang thats so freaking awesome! GO ORCS!

____ ____ ____ ___ _ _ __ _ _ __ _ _ ____
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Seppuku Arts
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Posted: 10th Sep 2006 14:54
lol thanks.

RUCCUS
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Posted: 10th Sep 2006 15:34
Its pretty good, just he doesnt really have any elbows... And his pecs are kinda weird

Your signature has been erased by a mod because it's larger than 600x120...
Seppuku Arts
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Posted: 10th Sep 2006 16:36
Thanks, I plan to do his pecks and elbows properly with the displacement mapping.

Jon Fletcher
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Posted: 10th Sep 2006 23:49
i dont quite understand the chest, reminds me of a corset (is that right?)

but its looking great!


Seppuku Arts
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Posted: 11th Sep 2006 00:35
thanks, don't worry the chest will be sorted , at the moment I've got an Open GL problem preventing me from continuing, I've got a possible solution thanks to a replier, just need to sort it now

Jon Fletcher
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Posted: 11th Sep 2006 01:10
im interested to see how you texture this, will you be painting over or UV mapping?

im tempted to show my orc project, though if i post a wip thread i get the impression there will be pressure on me to finish it


Seppuku Arts
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Posted: 11th Sep 2006 01:26 Edited at: 11th Sep 2006 01:28
Painting over would be the nice 'I don't have to suffer UVMapping' option But I'm gonna go for UVmapping, if I fail miserably, a photoshop job won't be too much of a problem...If only I had bodypaint. (But then thats the prize, if I had it, I'd have nothing to fuel my greed )

[edit]
I'd love to see your WIP, I don't think there would be a pressure to finish, I have left many a WIP die down into the depths without many saying anything, people know you have reasons for delays/abandoning, as we all do it. EG. This hasn't been touched for a week, I abandoned my many attempts at my FF7 scene.

Jon Fletcher
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Posted: 11th Sep 2006 01:33 Edited at: 11th Sep 2006 02:02
lol, if your gonna go for uv mapping you should have made a low res version first ofcourse thats my opinion, would just be simpler to select the faces, and if ya want later, make a game ready + normal mapped version

im not sure whether im going to make it for the blizzard comp, ive already seen some entries from the polycount forum, they are flippin brilliant, some even look like they actually worked on the game (WoW)

depending on how my orc turns out, i may aswell just throw him in and wish for the best, lol

EDIT:

well, ok, ive only finished texturing the head, actually not quite finished, i still might do some variations, as i progress down the body



the mohawk looks better when the body is attached though im still iffy about it, when i learn fur some more, i might be able to do some "real" hair

also, the teeth look a bit...crap, might have to put some more time into that

sorry i didnt want to start another thread, i just get nervous i guess, lol


Seppuku Arts
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Posted: 11th Sep 2006 12:42 Edited at: 11th Sep 2006 12:46
Quote: "lol, if your gonna go for uv mapping you should have made a low res version first ofcourse thats my opinion, would just be simpler to select the faces, and if ya want later, make a game ready + normal mapped version"


If I turn the smoothing off, and make the odd slight adjustment, a low res version won't be hard to do for the texturing. As for game ready and normal mapped, I'll wait untill I get Softimage|XSI for better results (As I don't have Zbrush or a recent version of Cinema 4D with the Baker plugin) although a displacement map to normal map conversion might work, but I'm sure the Softimage approach would be more effective. For now, I'm using bump maps, textures, keeping the displacement maps in the mesh and faking effects like radiosity and fur(On the legs).

I like your orc head matey, your texturing complements it nicely.

[edit]

For the mohawk, some hair effects can be 'faked', basically doing what they do for a game, but looks like you've gone for the more Mr T approach, so how you've done it should be fine, if not with the odd tweak. As for the teeth they look good, as said they aren't up to scratch, some tweakng here and there will be fine.

Also, no need to be nervous about posting, you should be posting proud of your achievements and ready to accept criticisms to make it better making you think 'wow I've out done myself' in the end, although this forum isn't the best for the best critique, but certainly valueable

Seppuku Arts
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Posted: 11th Sep 2006 20:54
Update dudes

As the upper half and lower half will be seperate objects, I put a bit of displacement mapping there. As for the torso muscles, its rather a hard bit, I tried, but I think thats the best I can do without practice.

Also, for the Cinema 4D render there, I've added fake radiosity effects, thanks to someone on the 3DW who helped me out there.



Jon Fletcher
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Posted: 11th Sep 2006 22:29
well, the chest is starting to take its shape, i can start to see the anatomy.


Seppuku Arts
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Posted: 11th Sep 2006 22:51
Thanks, that comment is helpful, knowing that I'm getting some where with his muscle work

Cian Rice
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Posted: 12th Sep 2006 02:00
Those Orcs are almost as sexy as I am. Oh and Seppuku, be prepared to get a Waza related e-mail soon.

Seppuku Arts
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Posted: 12th Sep 2006 20:39
Quote: "Oh and Seppuku, be prepared to get a Waza related e-mail soon."


Hopefully its not a nasty one

Quote: "Those Orcs are almost as sexy as I am"


The I know a girl just for you...her name is Helga...

indi
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Posted: 16th Sep 2006 06:24
Thanks, I didn't know that "feature" existed.

MoWL
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Posted: 17th Sep 2006 12:34
Well, thats one nasty orc! Grrr!!! i like it Seppuku. Wish i was that good

Oh and Jon Fletcher, ive seen people texturing heads like that. They look so real, how do u do it? wat programs? are ther any free progams that can do simiar stuff? and how did u texture that head (uvmap etc etc...)

Peace
Seppuku Arts
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Posted: 17th Sep 2006 14:03
Thanks, all it takes my friend is practice, the use of tools does help, like I am using displacement mapping on that one there. If you're asking about texturing, good free apps are GIMP and Pain.NET but its you who makes the texture

MoWL
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Posted: 17th Sep 2006 14:36
Thanx well i knw bout GIMP but how does he get the texture to b on the object.... i mean... how does he knw wat part of his texture wil go wher on his model, u feel me?
Seppuku Arts
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Posted: 17th Sep 2006 14:40
A technigue called UV Mapping. I'd concentrate on the modelling first at the moment, UV Mapping requires a seperate tool (some 3D apps have them build it) Lithunwrap is a good UVMapper, look for tutorials on that. Also to actually apply the texture, play with your application's material editor and apply the material onto the object.

Seppuku Arts
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Posted: 17th Sep 2006 15:31
Update;



Lower poly Legs, loin cloth, fingers done.

Polygon count - 114206

MoWL
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Posted: 17th Sep 2006 15:55
Seppuku thanx ONCE again... youv helpd me quiet alot now and that looks much better, it kinda put ur whole orc together! good luck
Seppuku Arts
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Posted: 17th Sep 2006 16:28
thanks and no problem mate, he just needs his fit, more leg armor and detail and then I can start texturing finally

MoWL
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Posted: 17th Sep 2006 16:33
ummm u say texturin finally u enjoy it??
Roxas
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Posted: 17th Sep 2006 16:52
Texturing is hard.. But when you hae planned all what you are doing in modelling then anything cant be hard.. Look at mine TLoZ:WW model

FFXI <3
Seppuku Arts
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Posted: 17th Sep 2006 18:06 Edited at: 17th Sep 2006 18:07
Finished the modelling part!

Quote: "ummm u say texturin finally u enjoy it??"


I say finally, because I've done hours of modelling, I enjoy the whole process really, texturing probaly will be the hardest bit, as I've got to UV Map that bugger.



MoWL
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Posted: 17th Sep 2006 19:16
Nice!!! Id like to see a wireframe of THAT!!
by the way how u get those veins on his arms?
and how u get his muscles shaped like that?
you cant tel me u model'd them just like that...
It looks so natural lol
Roxas
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Posted: 17th Sep 2006 19:17 Edited at: 17th Sep 2006 19:18
sry for douple post ingore this!

FFXI <3
Roxas
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Posted: 17th Sep 2006 19:17
Omg it looks so pro

BTW: You have made the sci-fi rooM?

FFXI <3
Seppuku Arts
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Posted: 17th Sep 2006 21:13
Quote: "BTW: You have made the sci-fi rooM?"


Not yet matey.

Quote: " Id like to see a wireframe of THAT!!"


I will in the next update, my programs take a little bit of time to load and so does the model, so a 'quick' screenshot of the wires won't be doable

As for how, I modeled the 'lower' poly shape, using edge/face extrude, weld and bridge tools, then added detail using a technique called 'displacement mapping' which is native to Hexagon 2, Zbrush, Silo 2, Modo and Mudbox. Which put simply is 'painting' your 3D model detail.


Thanks for the comments.

Jon Fletcher
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Posted: 18th Sep 2006 00:21
kick ass model! still a bit saggy on the arms however

he he, tis going to be a bugger to UV map, good luck! im looking forward to seeing some texture whacked on it


Seppuku Arts
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Posted: 18th Sep 2006 01:17
Its not as bad as it could be to UV Map, as hexagon UV maps the control mesh, it still is a bit of a bugger, as I have no experience UV Mapping torsos with the head, but hey, it appear my current UV Map of the torso works, just needs work on it

And thanks for the comment.

Venge
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Posted: 18th Sep 2006 03:18
the arms look a lot more detailed than the legs...
i do this a lot lol, i make one part and when i start making the next part,
i get carried away and it looks weird.

like a model im working on now-- the head has more detail than the rest of the body put together...

note to self: get signature
Sixty Squares
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Posted: 18th Sep 2006 04:13
WOW he looks amazing! He's almost complete!

Ummm...
Insanity Complex
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Posted: 18th Sep 2006 15:51
Every time I look at this thread, I'm ashamed of myself a little bit more... Heh, you're making nice models and I'm...well...fixing my computer.

But it's a really nice model, can't wait to see it UV Mapped and Textured.


Problems? Yes I used to have those...until I went insane.
MoWL
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Posted: 18th Sep 2006 20:32 Edited at: 18th Sep 2006 21:06
Thanx for that info Seppuku, i dont think il be needing to do that yet, but just btw do u know of any free programs that could do that?

Thanx

EDIT: i just realised blender can... then y wud u need programs like zbrush and hexagon...

EDIT: i just realised blender cannot really do wat those others can... so are there any free programs like zbrush that are maybe not as good, or even as good
Seppuku Arts
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Posted: 18th Sep 2006 22:16
Quote: "EDIT: i just realised blender can... then y wud u need programs like zbrush and hexagon..."


Various reasons, out of all of the jobs I have seen going for 3D dudes, only one required Blender users and that was Jagex (Yes the runescape dudes)

As for freebies similar, sadly not my friend, its reletively new technology in the 3D world, initially coming from Zbrush itself I think, give it a couple of years or so then perhaps there will be. Plus Silo 2 is reletively cheap and stable, lacking in one feature really that the others havr and thats painting, which is not a problem. Thats the best and cheapest you'll get.

Quote: "Every time I look at this thread, I'm ashamed of myself a little bit more..."


Lol don't be, no doubt you have the artistic skill, just develop it a bit more .

Quote: "the arms look a lot more detailed than the legs...
i do this a lot lol, i make one part and when i start making the next part,
i get carried away and it looks weird."


Thanks, I noticed that too, its a habit of mine too, a bit more work should soon fix it.


Thanks for all of the kind comments dudes.

Xenocythe
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Posted: 19th Sep 2006 00:54
looks uber like my uber shades




Crazy Ninja
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Posted: 19th Sep 2006 12:24
Ya looks like you went all out on polies for the arms/torso/head but then kind of left the legs off a little bit. All in all a very impressive model

____ ____ ____ ___ _ _ __ _ _ __ _ _ ____
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MoWL
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Posted: 19th Sep 2006 15:46
Thanx ONCE AGAIN i think if i say thanks for all the times you gna help me im gona hav to start a new thread Seppuku
Roxas
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Posted: 19th Sep 2006 16:01
Well seppuku is the PRO(i think so myself) Hows the uv mapping/texturing is going?

FFXI <3
Seppuku Arts
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Posted: 19th Sep 2006 17:53
MoWL, no problem what so ever mate. Thanks for the comment Cloudef, but I wouldn't say I'm pro, I probaly could pick so so many errors that aren't so visible in the renders

As for the texturing, I've done a little, yesterday I got very little PC time and today I've just got home.

Heckno
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Posted: 20th Sep 2006 06:50
Sep, good work - whats the poly count up to?
Seppuku Arts
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Posted: 20th Sep 2006 19:54
Thanks, the poly count is around 120,000 polies I think...They could be higher if I wanted better looking displacements But I don't want the poly count to get to a stage where it is difficult to make alterations.

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