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3 Dimensional Chat / Raiken (Heavily Inspired From KH)

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Roxas
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Posted: 30th Jun 2007 17:59
Yesterday i was looking Kingdom Hearts II Organization XIII Characters and was like "Hey that black robe seems like simple to model.."

Heheh and i was quite right it was easy to model on some parts but some parts were pretty hard.. Anyways im really happy of my results.. It doenst have texture yet but it looks good on materials too The sword is old project what alongs pretty good with this char.. Also i rigged it and i think this is my best rig!

Forgot put polygon amount on viewport shots but the polygon amount is 1220

My character name is pretty random Raiken.. It comes from two words Dark(kurai) and Blade(ken)

[Screens]










U might not like it but i love this model lol

Anyways Comments and Advice would be nice


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FPSC Reloaded TGC Backer
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Posted: 30th Jun 2007 18:29
Pretty cool man


SpyDaniel
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Posted: 30th Jun 2007 18:42
@The Full Metal Coder Roxas

Does DBP allow particle systems from Max? Do they work when you export to X format?

I would suggest adding a few edge loops around the arm joints, to stop the mesh deforming like it is now.

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Roxas
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Posted: 30th Jun 2007 18:49
@Higgins
Thank you! Ill add some edge loops so it will look better..
I dunno about particle system but i think yes.. They are objects anyways and store animation.. But not sure


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Roxas
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Posted: 2nd Jul 2007 17:56
Bumping this up


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Posted: 2nd Jul 2007 19:58
any updates?


Roxas
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Posted: 3rd Jul 2007 17:02
No im now on my friend.. Ill update animation when im done with it..


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mastercheif 193
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Posted: 3rd Jul 2007 20:47 Edited at: 3rd Jul 2007 20:48
[off-topic]The KH series is awsome.

[on-topic] I like that model I can't wait to see the animations
Roxas
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Posted: 4th Jul 2007 22:40 Edited at: 4th Jul 2007 23:56
[edit]

The bibed is so bad so i gonna rig it with CAT when i come from holiday.


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Roxas
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Posted: 6th Jul 2007 10:28
Ok i made little animation but it came pretty bad. It isnt really long and i tested most of the video 3ds max particles.. Anways here it is


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Nack
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Posted: 7th Jul 2007 02:11
heyy looks pretty nice =]
makes me want to finish up mine LOL
keep it up!

nack


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Seppuku Arts
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Posted: 7th Jul 2007 19:14
Looks pretty cool, you're beginning to come along nicely with your anime modelling, would love to see the finished prduct.

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Roxas
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Posted: 7th Jul 2007 23:58
YaY! Post from Seppuku. Thanks! I have been little busy but i try tomorrow or tonight texture it and do some fixes (hopefully) i dont want to leave it as unfinished either.. And what im suprised by this was i dint use any reference. I just looked the kh2 pics :S

Anyways. I post more when i get some updates to model. I really want to balance my modelling skills and programming skills


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Seppuku Arts
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Posted: 8th Jul 2007 01:38
Lol, I don't think I've had an enthusiastic entrance before lol, but what I say is of no different value than others.

I'd be able to offer crit after acknowledging your improvement, but I need sleep and better screenshots before I can do that, so you get the best comments from people, I suggest applying a white material to the model and taking a slightly large image of it at those angles and the same for the wireframe (as in the above, I can't see much of your geometry, though what I can see looks correct)

As for the looking at the image thing, it's a valuable skill as not everything you'll model will have perfect ref. images or blueprints, some will take observation.

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Roxas
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Posted: 8th Jul 2007 02:33
Ok i take some screens of default pose (side front back) so you can see the mesh also i take wire shots of thsoe angles


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Roxas
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Posted: 8th Jul 2007 03:27 Edited at: 8th Jul 2007 03:29
Well i made new reply so you see that i have actually written something nwew on this thread lol. This really helped me too by taking these pics. I see i need to fix the arms(see front/Back pic) and make leg bigger(see side pic)

And as you see i made hands and legs as diffrent object

Also im waiting some wire fixes ^^

[Front]



[Side]



[Back]




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Seppuku Arts
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Posted: 8th Jul 2007 13:55
using two sets of objects doesn't matter as long as they work and aren't noticed, though maybe called cheating, but it offers results. You mentioned the arm problem, so I won't comment on that, other than the geometry needs to be done so it look fine for animation. The head is slightly basic, but that isn't a bad thing, with a good texture and perhaps with what you're going for (KH style things) it'll work - though you may want to make adjustments in the style of the model to fit with KH, like the face and shoes. If I recall, KH seems to like having characters with big shoes - perhaps adjustments to their common shoes style will work.

Other than that, it looks quite uniform and the geometry should work, may a couple of cuts around the elbows for rigging/animation purposes.

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Roxas
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Posted: 8th Jul 2007 14:39 Edited at: 8th Jul 2007 14:42
Thanks! I could weld the parts to one so it wont be called cheating anymore And i will fix the arms and add some cuts.

Yes im trying to get KH style but not so accurate. So im leaving out the clone shoes and make head little smaller so they look more realistic

Also if you wonder why hands look little diffrent. Its because i made them with editable mesh option on not with the editable poly. I have seen that editable mesh gives nicer results on hands as i used tutorial.


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