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3 Dimensional Chat / I'm Back and with a Wip...

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Havok
19
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Joined: 29th Jul 2005
Location: In a box
Posted: 7th Jul 2007 17:15
What's up guys? Some of you may not remember me but some of the people from the FPSC section should. Well, I have been away from the forums for a while practicing my modeling and whatnot but I am back with a WIP of a character my brother designed. He doesn't have a name yet but we'll come up with something. His body took me about a day of on and off modeling and I started his head last night which I will show you when it is finished.
His body weighs in at 1610 triangles. Please tell me anything that I should fix and any accesories I should add to make him unique.


I know Karate, Kung Fu, and 47 other dangerous words...

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Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 7th Jul 2007 18:12
nice, shoulders are a bit scary looking, maybe make them smaller.

also those double sided polys on his cloak/coat whatever could cause some problems later on.

maybe you should also model the lapels of the coat, to give them more definition? I think just leaving it to the texture could leave it looking a bit blurry

I don't have a sig, live with it.
Havok
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Location: In a box
Posted: 7th Jul 2007 18:27 Edited at: 7th Jul 2007 18:28
Thanks, Manic. I dont see anything wrong with the shoulders, though. I made two versions of the torso. One with the deltoid definition and one without. Here is a picture of the other version. Should I use that instead? Also, I may normal map this so I will define the coats lapels in that.


I know Karate, Kung Fu, and 47 other dangerous words...

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Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 7th Jul 2007 18:39
use the first one, it'll rig better. Also, put another edge loop in around the armpit and over the shoulder, It'll help it deform.

I just think that the shoulders look too muscley in the first picture, try to get it somewhere between the two pictures you uploaded, then it'll be a good flow, and reasonably anatomically accurate.

I don't have a sig, live with it.
Havok
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Location: In a box
Posted: 7th Jul 2007 19:04
Thanks, you're right about the extra edgeloop, I just don't know how I am going to get it in there, I am using Milkshape. I will try though.


I know Karate, Kung Fu, and 47 other dangerous words...
Manic
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Posted: 7th Jul 2007 19:56 Edited at: 7th Jul 2007 20:01
like so (although i have no idea if milkshape has a chamfer command... it should do);




EDIT: just had a look at some milkshape screenshots... I can't see a function for it anywhere sadly, maybe someone who knows milkshape better can chime in here

I don't have a sig, live with it.

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Havok
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Posted: 7th Jul 2007 20:04
Actually, it took more work but I got it, here is a screenshot.


I know Karate, Kung Fu, and 47 other dangerous words...

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Manic
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Posted: 7th Jul 2007 20:36 Edited at: 7th Jul 2007 20:36
yeah, good work, just bring that row of verts up so you have like an arch for the armpit, and on the top of the shoulder, bring it in a little so you have more definition (see attached);

I don't have a sig, live with it.

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Havok
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Posted: 7th Jul 2007 21:03
Like this? As soon as I get this body completely finished, I will post the head.


I know Karate, Kung Fu, and 47 other dangerous words...

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Dared1111
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Posted: 9th Jul 2007 19:26
WOW!!!

Those are good

Your signature has been erased by a mod because it was too big
Havok
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Posted: 10th Jul 2007 03:37
Thanks, Dared. I took a break from this to work on texturing and level design.


I know Karate, Kung Fu, and 47 other dangerous words...
Manic
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Posted: 10th Jul 2007 23:11
yeah, that'll do just dandy

I don't have a sig, live with it.

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