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3 Dimensional Chat / Free charactor requests

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Dream
16
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Joined: 25th Jan 2008
Location: Doncaster
Posted: 21st Feb 2008 18:30 Edited at: 21st Feb 2008 18:44
Free charactor requests challenge

Hey, each month i will be setting a new topic for the Free charactor requests challenge and it will be for you too request what i will create for the month
You may request once per week and you must be specific and accurate on you request.
The charactors will not be animated,
I fyou have found any refrence art you would like me too refer too please post it and ill see wat i can do.
i will do as many requests as i can.

Theme of the month

Sci fi

have fun requesting

cheers
Venture
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Posted: 21st Feb 2008 19:38
Heres one for you. How about a Police officer. (futuristic) With composite armor SIMILAR to Halo type armor. Must have a spot light and comm unit in the helmet. "POLICE" across the chest plate. Red and blue flashing lights on the shoulder pads. Must be a bit bulky for protective purposes. Also a backpack that contours into the back of the upper torso of the armor. Police type emblems on the shoulder as well. White chest, belt, shoulder, helmet and gloves. everything else black or dark charcoal gray. Blcaked out face shield with a "T" shape, similar to Boba Fetts. Thats it. Thank you in advance. GL. Cool thread idea BTW.
TechLord
21
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Joined: 19th Dec 2002
Location: TheGameDevStore.com
Posted: 21st Feb 2008 20:06 Edited at: 21st Feb 2008 20:24
A Modular Robot with 2 sets of interchangeable Parts: Head, Upper Torso, Lower Torso, Pair-o-Arms, and Pair-o-Legs. The Interchangeable Parts = 25 Different Robot Configurations. A challenge also exists in the assembly and rigging of such a Character. With more interchangeable Part Sets, the number of configurations expotentially increase!!!





Sinani201
17
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Joined: 16th Apr 2007
Location: Aperture Science Enrichment Center
Posted: 23rd Feb 2008 01:46
Can you make a mecha? (mechanical giant). That would be great, and your topic is perfect for the game I am trying to make!

Seriously, how do you make the little blue text come up below your message?
Corey
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Posted: 23rd Feb 2008 04:48
A robot dragon please
fallen one
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Location: My imagination!
Posted: 23rd Feb 2008 11:34
If you are looking for ideas, please do a reptilian, they are all over mythology, Aztecs - Quetzalcoatl, Indians - Nagas, Africa - Chitauli, Chinese - Dragon Kings, etc, etc, well everyone really, talks of them, remember that creepy scene in Conan when James Earl Jones turns into one, that was so cool. so it would be cool to have one, they can be used in a lot of games as well, fantasy like Conan type thing, or historical fantasy like the scorpion king, or Call of Cthulhu 1920s, or modern day horror, or even as aliens, just loads of things to use them with.

Evil Things Most Foulhttp://www.avantivitastudios.com/
bilb baggins
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Posted: 1st Mar 2008 02:16
would sombody please make me some hobbit charters like orcs, gandalf,or smaug.

If you havent got anything nice too say shove your comment up your butt!!!
Dream
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Location: Doncaster
Posted: 2nd Mar 2008 10:51
Well hi everybody,

@bilb baggins,fantasy could be my next topic

After looking at you requests I have created a mech robot for you all,

here a few screenshots

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Dream
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Posted: 2nd Mar 2008 10:52
screen 2

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Dream
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Posted: 2nd Mar 2008 10:55
Also the download in 3ds format,

If some one manages too get the model i creat on to fpsc please send me them,Also you cannot redistribute or sell any of of the model in this thread

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Alsan
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Joined: 20th May 2005
Location: Germany - Nähe Kassel
Posted: 2nd Mar 2008 11:33
Hi,

tis model is far to highpoly for realtime usage. It has nearly got 19000 tris, a lot of them totally unnecessary. Above all you waste a lot of polys with those rings at the end of the tubes, they have dozens of polygons without any particular effect.

Then you should look into modelling your characters poly by poly or with box modelling or something like that, so that it's one solid mesh. Just stacking primitives together isn't very fast ingame (I once tested that).

Last but not least: A texture would be nice. (therefore you have to unwrap the model, UV Mapping)

I don't know what modelling package you used to make the models, but I'm sure there are a great amount of free tutorials available on the internet for the points I mentioned above.

(This is meant to be constructive criticism)

Other than that, the model is looking quite cool already. With a texture and better use of polygons this will be a kick-ass model!

Dream
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Posted: 2nd Mar 2008 12:42
Thanks for you great advice,
i have tryed to uv mapp it but i can'nt see the diffrent componets of the model and im not very good at the whole uv mapping thing so if anyone can get a uv of this model i will be able too then texture it

thanks
Phosphoer
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Location: Seattle
Posted: 2nd Mar 2008 13:00
I don't think there's really much point in unwrapping it until it's been seriously poly-reduced. You have tons of polys which don't add to the detail at all, try using like 12-sided cylinders instead of however many the ones you have there are. You have a lot of polys also on just flat surfaces, which is pointless. The lower legs should really just be a box with a few modifications to it, more like the guns and his head. There is no need to subdivide the objects so much.

The concept is neat looking though

This is a random sentence about squirrels.
BenDstraw
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Location: Arizona
Posted: 2nd Mar 2008 20:49
poly modeling wouldn't be any better for game models. I think he's got it down. The main waste is the feet. Thats such a dense mesh for that shape.

keep up the good work though.


and your next model should be.... AT-AT from star wars


-Dreams of Art Mastery Brought Me Here-

hessiess
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Location: pc!
Posted: 2nd Mar 2008 22:13 Edited at: 2nd Mar 2008 22:31
i ran your model through blenders poly reducer and is now 7k triangles, the result is attached in obj format. (some of the edge loops need redirecting)

this wouldn't be that hard to model in less than 4k triangles, and posably even less than 3k.

my advice, start over and DON'T USE PRIMITIVES, avoid verts with more than 6 edges(when model is quadrifyed).

bilb baggins
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Posted: 3rd Mar 2008 14:05
ive got a question does anybody know how to animate models?
because i have this model but its not animated and i cant animate it myself because i stink at animation.

If you havent got anything nice too say shove your comment up your butt!!!

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Dream
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Posted: 3rd Mar 2008 17:58
Hey,

Well iv deided too do the next theme mythical beasts any ideas

also i have started my own pack on this and if any one can help me gett it ready it would be great thanks
Beast E Gargoyle
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Posted: 3rd Mar 2008 18:38 Edited at: 3rd Mar 2008 18:49
Dream- First off awesome mech! A little less polies and a great texture will finish it off. Secondly that's a great idea for a fantasy or mythical beasts pack. Although fantasy pack's are very popular which means that it would sell great, but the bad news is there is alot of competiton for your fantasy pack because 2 people have stellar fantasy packs that they are selling. I'd advise a mythical creature pack. If bilb baggins gives you permission to finish animating his t-rex and your allowed to sell it you have 1 monster model. Also let me guide you to a great free dragon you could rework and try and sell, if jonathan fletcher gives you permission to sell it. Here is the url for the dragon http://forum.thegamecreators.com/?m=forum_view&t=82098&b=24
Whichever pack you are going to start working on please tell me if you make a fantsy pack I'll give you a elf model to sell in it if you animate her. Although if you make a fantasy pack all I ask for in return is the elf girl back when your done animating her. All the Best,
Jared

Streets of Rage the best 3d beat em up ever check out the wip on apollo forums!
The Last Great Swordsmen Wip here http://forum.thegamecreators.com/?m=forum_view&t=124414&b=19
RUCCUS
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Posted: 4th Mar 2008 02:30 Edited at: 4th Mar 2008 02:32
I remodeled your mech in low poly form using a lot less split meshes. One thing I disagree with that people above have been saying is that you should use 1 single mesh for characters. This is true for organic characters (except for certain accessories), but you definitely should be using multiple meshes for this type of character (non-organic) simply because of animation. Simple bone structures dont work for animating robots that have gears and pistons and things that need not deform but simply rotate and move. In these cases, you want to have multiple meshes that you can lock to bones instead.

Here's some screens, the model isn't textured, dont have that much time on my hands, but its 1214 polygons, a lot less than what you had.




Im not doing this to rub it in your face, I just think if you look at this it might help you understand how to properly model things low poly for game-use, and how to deform meshes instead of using single primitives all over the place.

Id recommend looking at some more tutorials on modeling, especially low poly ones, before making a thread like this. Especially since you dont know how to uv map, texture, or animate.

The .3ds file is attached below.

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Dream
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Posted: 4th Mar 2008 17:23
Thanks mate ill take in all of your advice and hopefully produce sum much better models

thanks again
Alsan
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Location: Germany - Nähe Kassel
Posted: 4th Mar 2008 17:58
Quote: "This is true for organic characters (except for certain accessories), but you definitely should be using multiple meshes for this type of character (non-organic) simply because of animation."


You're right, Ruccus, didn't think of that when writing the one-mesh-thing.

Very nice model, btw.

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