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3 Dimensional Chat / Human models media free

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james hardy
18
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Joined: 29th Jan 2006
Location: Good Old Britain
Posted: 22nd Nov 2007 19:07
hi this is my thread for human models that i have created
they will soon be free and fps ready
please comment.

human 1#



p.s there not full textured at the moment and so they are naked

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james hardy
18
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Joined: 29th Jan 2006
Location: Good Old Britain
Posted: 22nd Nov 2007 19:14
very tall human person

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SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 22nd Nov 2007 19:33
You did not make those, the program "Make Human" did.

james hardy
18
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Location: Good Old Britain
Posted: 22nd Nov 2007 19:34
skelton skin thing#

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hessiess
17
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Joined: 30th Mar 2007
Location: pc!
Posted: 22nd Nov 2007 19:37
work on your proportions

learn blender, you will never regret it.
Deathead
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Posted: 22nd Nov 2007 19:51
He is making them in Make Human.

[href=http://www.freewebs.com/deatheadstudios/]
[/href]
james hardy
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Location: Good Old Britain
Posted: 22nd Nov 2007 19:52
sure am, do you know if its possible to fps ready this formatt .bs??
Deathead
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Posted: 22nd Nov 2007 20:13
They wouldn't be FPS-ready anyways. As they are too high-poly.

[href=http://www.freewebs.com/deatheadstudios/]
[/href]
james hardy
18
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Location: Good Old Britain
Posted: 22nd Nov 2007 20:14
so does it not allow models passed a certain poly count
Deathead
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Posted: 22nd Nov 2007 20:21
Yes. Low-poly=Game amount.
High-poly=Animated films and show-cases. So you can not use them in FPSC.

[href=http://www.freewebs.com/deatheadstudios/]
[/href]
hessiess
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Location: pc!
Posted: 22nd Nov 2007 22:24 Edited at: 22nd Nov 2007 23:00
the threshold for what is classed as "lo poly" is constantly rising. the newist games can have up to 10k for a humac charactor.

learn to model from scratch. make human models are very messy and have far more polygons than nesoserry, even for animated films. where you normally have a lo poly "subdivision cage" which is then subdivided at render time using Catmal Clark, or simaler subdiv.
the topology is bad, which makes it very dificult/ imposable to rig and tends to give a rigomortis (posed corpse) look

you should aim for around 2k triangles for fpsc models, dbp depends mostly on the hardwere, up to 5k should be fine

learn blender, you will never regret it.
SimSmall
20
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Joined: 7th Aug 2004
Location: United Kingdom
Posted: 23rd Nov 2007 10:00
Quote: "you should aim for around 2k triangles for fpsc models"


I think that's a little harsh, you'd need very good texturing skills to make such a mesh appear even slightly realistic.


I've been working on one for a very long time (nearly 18 months on and off), some may remember - but not a word if you do
It's about 2500 triangles now and still a lot of detail needed...

Just about everything needs a reference image (or 2) to model properly, and this is especially true of humans. If you don't have a reference image, you'll probably reach the fine old age of 130 before you finish.
Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 26th Nov 2007 00:21
My main character in Geisha House is 2500 polygons, and I consider that rather high. Lots of detail can be achieved with a good normal map. Most of my other characters are 1200-1800 polygons. Good texturing goes a long way. A good modeler can make good use of polygons, Psionic made him and I'm quite pleased with how it turned out.

James, not only are those unusable, they don't even look good. Stop posting threads about modeling like this - nobody is interested in ugly Make Human creations. Learn to model on your own and people will be interested.


Come see the WIP!
TEH_CODERER
21
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Joined: 12th Nov 2003
Location: Right behind you!
Posted: 26th Nov 2007 10:26
I don't mean to be harsh but you've pretty much cheated in using Make Human and they still look quite horrible! You'll be far better off learning to model.

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