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3 Dimensional Chat / My First Modeling Attempt- Cartoony Devil

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Zeus
18
Years of Service
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Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 20th Dec 2007 02:04
This is my first attempt at 3d modeling so critism/suggestions/comments are welcome. This is a cartoony devil for my planned cartoon model pack.

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Venge
18
Years of Service
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Joined: 13th Sep 2006
Location: Iowa
Posted: 20th Dec 2007 02:06
What modelling software are you using? It's not really detailed, so not too much to comment on--all you have right now are basic shapes, that seem to be assymetrical? Maybe try using a mirror modifier, that way you only have to make half the model.

Modelled and rendered in Blender. Free software ftw.
Zeus
18
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Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 20th Dec 2007 02:12
I am using CB Model Pro Beta, the easiest modeler on the universe,

More Info...

It is actually pretty nifty.

Zeus
18
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Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 20th Dec 2007 02:17
Here it is symmetrical.

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Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 20th Dec 2007 02:32
Turn smoothing off, it makes models look terrible.

Zeus
18
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Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 20th Dec 2007 17:22
Finished! This will be included in my free cartoony pack for DB(C/P)
as an obj file and x file.

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Alucard94
17
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 20th Dec 2007 18:48
Lol basic but still funny =P

Deathead
18
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Joined: 14th Oct 2006
Location:
Posted: 20th Dec 2007 21:49
@CGJ: Its too high poly.

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

[/href]
Agent Dink
20
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Joined: 30th Mar 2004
Location:
Posted: 21st Dec 2007 03:01
Yeah, way too many polygons.

Zeus
18
Years of Service
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Joined: 8th Jul 2006
Location: Atop Mount Olympus
Posted: 21st Dec 2007 18:27 Edited at: 21st Dec 2007 18:30
Here is the interface of my modeler, it doesn't have anything like that and low, and medium make it look like crap.

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Blobby 101
18
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Joined: 17th Jun 2006
Location: England, UK
Posted: 21st Dec 2007 19:15
Quote: "low, and medium make it look like crap"
- then make it so that it dosn't look crap as low or med. because if you leave it like that it is useless for anyone.


thanks to deathead for the sig! please Click on it!
Seppuku Arts
Moderator
20
Years of Service
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 21st Dec 2007 20:43
Hey dude, welcome to the modelling world - nice start, but I think you're ahead of yourself with the 'dbp' modelling packs. One reason is - the amount of polygons is too high to be used in a scene - also, your model will likely cause a lot problems when it comes to importing and animation - especially with the type of method you've seemed to have used. Most people don't get a subdivided sphere and sculpt their models and they don't for various reasons.

There are plenty of tutorials around for making game ready models. Sub-d's/subdivision tends to be used on high detail and high polygon models with the purpose of rendering and non real time piece. Like the guy in my sig for example.

The reason modellers need to keep an eye on structure and polygon count - structure for animation purposes and accuracy. Polygon count because even with todays hardware, they can only render so much data real time - a single object in a modelling program is fine - imagine putting more stuff into the scene - like a landscape, tree models, more character - then you begin to find wasted polygons become a resource hog. Also most modern 3D graphics packages can handle a lot more polygons than a game engine due to enchance Open GL 2.0 technology - particularly with Zbrush 3 that on a computer with 1gb ram or more can go into the billions (but millions per frame - they reach billions be only showing a part of the model at a time). Game engines average out at about 50,000 polygons per frame without frame drop - well last gen game engines - with current gen I don't know.

I love Nancy DrewG, but not insert brain here

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