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3 Dimensional Chat / Low Poly(?) Dragon model

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Kyle Katarn
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Joined: 7th Jun 2007
Location: Central Coast, Australia
Posted: 12th Dec 2007 01:50 Edited at: 12th Dec 2007 01:57
Currently it has 1357 poly's and I have yet to start modelling the head or wings. So far Im quite happy at the result (considering its only my second model).

At the moment I agree that it looks like the beginnings of the Pokemon, Charizard. I plan to change that later. Which reminds me, since this is a non-human model, what would be the specific guideline (number of Poly's) before it becomes high-poly?

Anyway I bet your just dying to see a picture [/sarcasm]

So here it is.

Edit: Could someone change the topic header to put WIP in it? I forgot lol.


Program is Wings3D (as you may tell) and this is my first model that I've done without using a guide of some sort.
AaronG
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Location: Millstone, NJ
Posted: 12th Dec 2007 02:57
looks quite alright there. although a bit blocky.

Venge
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Location: Iowa
Posted: 12th Dec 2007 03:22
Take some of the polys out of the tail and neck and put them in the feet, and try to make the shoulder/hip joints without so many tris, they won't look very good once you get a texture on it.


Modelled, rendered, and composited with Blender. Free software ftw.
Kyle Katarn
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Location: Central Coast, Australia
Posted: 12th Dec 2007 03:38
@Aaron: Thanks, Im gonna try and smooth it out (not using the tool) at the end when I add details like spikes and stuff.

@venge: I plan to remove those polys at the tail and neck anyway, they're mainly for a guideline at the Rigging stage. As for the shoulder and hip joints, I have no idea how Im gonna achieve that. The triangular polys were the only way I could bring it out from a flat surface (still a newb to it lol). Thanks for the CC
5867Dude
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Posted: 12th Dec 2007 18:18
@venge
[off topic]
Your sig is too high-It needs to be 120 pixels or lower
[/off topic]

Anyway it looks pretty cool Kyle Katarn. The neck looks quite long howver but I ain't a dragon expert!


Sig image made by Deathead
I've got a new avatar for this month!
Venge
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Location: Iowa
Posted: 12th Dec 2007 18:19
Gah. I know my sig is too big, and I am preparing a new one. Now all the threads I posted on have people saying that

<Render in progress...>
Modelled, rendered, and composited with Blender. Free software ftw.
Kyle Katarn
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Location: Central Coast, Australia
Posted: 13th Dec 2007 14:52 Edited at: 13th Dec 2007 14:54
Quote: "The neck looks quite long howver but I ain't a dragon expert!"


Haha I think (if I get the gist of it) that I should model the neck of a serpent straight and add the joints at the rigging part (correct me if I'm wrong). So it should lose some of the length when its moving lol.

Anyway, I've done the Dragon's head. I think it looks pretty cool at the moment. (The smoothed pic of it was just to quench my curiosity.)



Wings next.
Beast E Gargoyle
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Location: Sunny San Diego, CA
Posted: 13th Dec 2007 16:48
It's a pretty decent dragon head. Some minor things to fix give it a tongue, and give it's head some scalie scales to look realistic.

Streets of Rage the best 3d beat em up ever check out the wip on apollo forums!
Venge
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Posted: 14th Dec 2007 01:21
You might want to fix that weird n-gon on the end of the nose and chin, it's creating some strange subsurf edges (the fan shape thing) that can really distort the surface.
Kyle Katarn
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Location: Central Coast, Australia
Posted: 14th Dec 2007 03:07
Gah! Im such an idiot. Upon closing the program, I accidentally saved the dragon in Smooth version and theres nothing I can do to revert it back to low poly.

I think the best I can do is use Blenders Poly reducer. Otherwise I'll only be able to use the dragon in cutscenes =\

Unless theres another poly reducing program that does a decent job.
TEH_CODERER
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Posted: 14th Dec 2007 10:28
Lol! I feel your pain; Wings (assuming that is what you're using too) is quite annoying like that! However, it does make backup saves quite often so have you tried looking for one in the same directory as the saved file?

Kyle Katarn
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Posted: 14th Dec 2007 14:49
There's none there ;_;
TEH_CODERER
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Posted: 15th Dec 2007 12:24
Ah, well then that really sucks! Well I guess you've learned the lesson the hard way like everyone else; never save after you've smoothed the model! At least if you'd realised whilst Wings was open you could have used 'Undo' but yeah, it seems you are stuck now. Sorry mate.

hessiess
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Posted: 15th Dec 2007 12:47
the only chance you stand at salvaging the modal is manually deleting edge loops, a poly reducer would destroy the currently quite good topology. i dont know if wings has a edge loop delete feature like blender?

Kyle Katarn
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Posted: 16th Dec 2007 05:28
Well it has an edge loop selector, so it might. If not I'll have to learn how to do it in blender.
Kyle Katarn
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Location: Central Coast, Australia
Posted: 18th Dec 2007 05:30
Sorry for the double post. But this is a releif. It does allow me to delete edge loops... but there's a heap of them lol.
John H
Retired Moderator
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Posted: 19th Dec 2007 10:23 Edited at: 19th Dec 2007 10:23
Mods cant change subject headers

Not bad! Only suggest after a brief glance is that: Notice the points on the deltoid and the hip, where the polygons come to a point - you dont want to have that happen. You'd benefit from going in there and deleting those faces and replacing them with quads, it will look much smoother/nicer, and would also animate better. Even if you dont plan on animating the model, it is always good to get into a habit of modeling animation friendly! Better to get started now, rather than change your habits down the road.

Take a look at the deltoid in this character here, notice how it is made up of quads, making the overall shoulder/arm very smooth - letting it deform well.



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Deathead
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Posted: 19th Dec 2007 18:30
Quote: "Mods cant change subject headers "

I seen one do it before.
But John that image is a good example.

[href=http://www.freewebs.com/deatheadstudios/]

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