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3 Dimensional Chat / The soldier wip

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Cong
16
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Joined: 25th Apr 2008
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Posted: 7th Oct 2008 22:39 Edited at: 7th Oct 2008 22:41
Hello

making the base mesh for my new character the soldier for this model i want too have l,ots of pieces of armour on him that are speerate objects meaning i can go back too my orginal base mesh and alter diffrent bit at diffrent times but i have no idea how i would do this let alone how to even model the armour if any one has any suggestion that would be great and im looking too keep this model in maya as long as i can so i only use zbrush for the final touches




also how with this base mesh would i go about giving facial details as i see of ways of poly modeling heads but with this base mesh i just did huge extrudings

please help

thank you
Jesusaurisrex
16
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Joined: 5th Aug 2008
Location: the heart and soul of all
Posted: 7th Oct 2008 23:33
for the armor i would suggest scaling the body, and chop of the parts where you dont need armor, so it fits the shape of him as for the face, move some vertexes around.move them in or out of the face for the facial shape

Asteric
16
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Joined: 1st Jan 2008
Location: Geordie Land
Posted: 8th Oct 2008 19:59
its looking good so far, i am no expert on organics so i cant really give any advice....

I wont tell if you don't
Alucard94
17
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 8th Oct 2008 20:09
Wireframe.


Alucard94, the member of the future of the past.
Irradic
18
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Joined: 1st Jul 2006
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Posted: 8th Oct 2008 21:41
Build the armor as a separate mesh on top of your base mesh. If your base has enough faces to start with, you can clone parts and cut/add edges/polygons to create the armor parts.
The base mesh itself needs some tweaking though. A larger screenshot of the base mesh would help.
My advice is, forget ZBrush for now. Concentrate on the basics.
Anyway, it's a good start.

Beast E Gargoyle
17
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Joined: 15th Feb 2007
Location: Sunny San Diego, CA
Posted: 8th Oct 2008 22:11
@Cong- Were you able to finish up the animations on The Elf model that you had been working on for me?

thanks,
Beaste

Your signature has been erased by a mod for being too big
Cong
16
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Joined: 25th Apr 2008
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Posted: 8th Oct 2008 22:32
Beast E Gargoyle hi yes i have made a full animated skeleton that could be used for both the elf and the swords man with a number of animations but i am having a bit of troubly rigging it onto them as i did the animations before i rigged it so the starting poses are a bit diffent and need too be tweaked ill try too work on them as much as i can now too get them finished although the swordsman doesnt attack with the sword as the mesh on the sword looks like it is attached to the holster and stretched quite a bit on my test rig with him

Hope you could understand that

aLSO thank people for advice ill have another image up soon
Deathead
18
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Joined: 14th Oct 2006
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Posted: 8th Oct 2008 23:15
For arms I wouldn't go for a straight cube I would go for a 90 rotated one, as it looks abit more fluent and for a low-poly model it looks the best.


"Your greatest teacher is your harshest critic"-Butterfingers
Insanity Complex
19
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Joined: 16th Sep 2005
Location: Home
Posted: 9th Oct 2008 02:32
Quote: "For arms I wouldn't go for a straight cube I would go for a 90 rotated one"


When you rotate a cube 90 degrees...it doesn't really change anything. Did you mean 45?


Deathead
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Posted: 11th Oct 2008 02:46
Yeah sorry, well yeah it makes it less blocky, and more fluently to a arm shape.


"Your greatest teacher is your harshest critic"-Butterfingers
Image All
18
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Joined: 30th Dec 2005
Location: Home
Posted: 11th Oct 2008 19:02
For arms and legs I'd go with a hexagon.


Remember those old guys? They made epic renders, I think one of them was called DaVinci, and all they used was MS Paint. Sometimes it's just skill....

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