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3 Dimensional Chat / [WIP] Student Model

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 10th Dec 2008 23:06
Ive been off the map in terms of programming / modelling for a while now but Ive been working on a new project for the last month or so; basically an online shooter set in my college taken over by zombies.

So... definitely isn't ready for a WIP yet but this is the first character Ive been working on; a generic male college student (probably a little too built for his own good) torn up from fending off zombies and barracading himself in a classroom.

Concept Image:



Current Model:



Wireframe:



Poly count is 480 polygons so far.

- RUC'

Sushi01
16
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Location: Houston, Texas
Posted: 10th Dec 2008 23:15
nice edgeflow, only crit I would have is to work on the arm anatomy, did you draw the concept? if you did, nice!!
Alucard94
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Location: Stockholm, Sweden.
Posted: 10th Dec 2008 23:21
Glad to see you back man! And as always it looks awesome. I like the concept.


Alucard94, the member of the future of the past.
AndrewT
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Location: MI, USA
Posted: 11th Dec 2008 00:38
I like it! As Sushi said the arm looks a little strange in the wireframe, but that might be because of the sleeve.

RUCCUS
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Posted: 11th Dec 2008 00:50 Edited at: 11th Dec 2008 00:56
Sushi / Andrew: Thanks, yeah the arms need some work but it is slightly due to the sleeve. I knocked the base mesh out pretty quick, was mostly focusing on the legs / torso (notice the hands aren't even started yet) but Ill be sure to fix the arms next. I also need to add some baggyness to the sleeves so that'll change it a bit too.

Alucard: I wasn't gone, Ive been replying to threads in 3D Chat for a long time. But yeah I haven't been working on my own stuff for quite a while. Thanks.

darimc
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Posted: 11th Dec 2008 01:40
Looks great but I agree with people about the arms, also the shoes look a little thin and seem like they bend a bit.



RUCCUS
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Posted: 12th Dec 2008 16:56
Made some progress;



Mainly got a decent head base in and finished the hands, but I reworked the shoulders a little to look more fluid and flattened the feet as well. Still needs a lot of work, the face isn't done but its getting there. Ill probably get a base texture on tomorrow night.

henry ham
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Posted: 12th Dec 2008 19:13
it looks great mate ,you need to sort out the back of the neck it looks like there is a bit of a lump where you attached the head.

cheers henry

RUCCUS
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Posted: 12th Dec 2008 22:23
thats his neck muscle, I put it there on purpose. I might soften it a little, but I thought it looked ok. Ill change it a bit for the next render.

Sushi01
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Posted: 12th Dec 2008 23:22
dude its coming along very nicely, im impressed
Oddmind
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Location: Atlanta, Georgia
Posted: 15th Dec 2008 05:07
This is kick ass for under 1k.

Arm anatomy is fine...

The neck is fine...

Keep on truckin'.

RUCCUS
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Posted: 20th Dec 2008 08:38
Been making progress on the UV Map. Half way down now, and no major UV distortions / stretches so far:



Alucard94
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Posted: 20th Dec 2008 12:57 Edited at: 20th Dec 2008 12:58
Looks great.


Alucard94, the member of the future of the past.
RUCCUS
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Posted: 20th Dec 2008 17:29 Edited at: 20th Dec 2008 17:34
Thanks Alucard.

Finished the UV Map


Gonna get to work on a high-poly sculpt next for the normal map.

Sushi01
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Posted: 20th Dec 2008 19:58
Quote: "Gonna get to work on a high-poly sculpt next for the normal map.
"


Yea dats what im talkin about, thats a nice mesh, what you use Zbrush or Mudbox? I gota get the new mudbox, it has polypainting features like zbrush, im loving my bodypaint though.
RUCCUS
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Posted: 20th Dec 2008 23:26
I use a student licensed ZBrush from my college. Its got a lot of benefits over Mudbox.

lazerus
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Posted: 20th Dec 2008 23:30
same here, thats where i get my programs, sames forking out thousands when you can buy it for about £100_£10 ago

great anit it!

damm you and your great uv mapping -_-
looking good ruccus cant wait to see it textured

cheers cb

Sushi01
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Posted: 21st Dec 2008 00:28
Quote: "Its got a lot of benefits over Mudbox."


I think its all about how good you are as an artist, most people think tools will make them awsome models and sculpts.
RUCCUS
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Posted: 21st Dec 2008 00:41
Normally I agree with that, but Mudbox and ZBrush aren't the same. ZBrush has many different methods of creating 3d models that MudBox doesn't offer. It's ZSphere system for example. ZBrush is a more complete package that actually aims to make a high quality final image, thats why it has a lot of 2D aspects as well, whereas Mudbox is more aimed at sculpting 3D models to be exported and rendered or used in something else for the final render.

Sushi01
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Posted: 21st Dec 2008 17:17
you make a point with the zspheres, thats an awsome addition to zbrush workflow
Xenocythe
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Posted: 21st Dec 2008 17:59
So, Ruccus, your telling me that you only used ZBrush to create this model? You've done an astounding job! I have ZBrush 2.0, and I haven't touched it in a while. I find the interface so very messy and confusing... I almost gave up on it. Any tips? Links to any tutorials? Anything would be really appreciated.

I can't wait to see the new texture of the model. The UV Map was done well.

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AndrewT
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Posted: 21st Dec 2008 18:14
I think RUCCUS models with Wings3D, but I'm not sure, he might've done something different for this model. Anyways nice job so far, I'm looking forward to seeing the completed texture.

RUCCUS
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Posted: 21st Dec 2008 19:15
No I didnt model it in ZBrush . I Modelled it in Wings 3D because it lets me work quickly, then I UV Map in 3DS Max and sculpt in ZBrush.

Xenocythe
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Posted: 21st Dec 2008 20:09
Ahh, ok, now it makes sense

I've been using MilkShape 3D for a while now, but I'm warming up to the idea of Wings 3D. It might suit my needs a little better. It covers some areas that you just wish MilkShape 3D would.

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RUCCUS
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Posted: 22nd Dec 2008 03:49
I think the best part about Wings 3D that no other modelers have is it's intuitive interface. Pretty much every tool I used to create this character other than maybe 2 slightly more advanced tools, are contained in the right click menu. Whether it's extrusions, scaling faces, cutting edges, connecting verts, smoothing, rotating, scaling, etc, it's all in the rightclick menu. If nothing is selected, then the rightclick menu gains you access to almost all of the creation tools as well. Modeling in Max in comparison, gives you a lot of power with the tools you use, being able to alter every manipulation you make with fancy sliders and effects, but to do so requires a bunch of other steps. Thats alright, but the same goes for the simpler things.

I haven't used Milkshape, but from what I've seen its pretty similar in Wings with it's simplicity. IIRC it animates so thats a bonus, something Wings really needs, but I stll recommend you try Wings 3D out.

While Im at it, I made 3 video tutorials last year for a school project on getting started with Wings 3D. They're pretty basic but if you need an idea of the tools and layout of Wings 3D, along with some demonstrations on some more advanced features, they might be worth checking out. Here's the post:

http://forum.thegamecreators.com/?m=forum_view&t=129512&b=3

AndrewT
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Posted: 22nd Dec 2008 04:16 Edited at: 22nd Dec 2008 04:16
Quote: "I think the best part about Wings 3D that no other modelers have is it's intuitive interface. Pretty much every tool I used to create this character other than maybe 2 slightly more advanced tools, are contained in the right click menu."


Well I suppose it could be argues that Blender has this too, if I press the spacekey in Object Mode a menu comes up from which I can:

-Add meshes, curves, surfaces, meta-shapes, text, empties, cameras, lights, and armatures.
-Duplicate objects.
-Perform inverse or random selections, select all/none.
-Transform: Move, Scale, Rotate, Center, Mirror, Snap To Grid, Snap to Cursor.
-Insert keyframes and make objects parents.
-Change viewport shading and align view.
-Render stills/animations, perform preview render.

And if I press spacekey in Edit Mode I get:

-Add meshes.
-Several dozen selection functions.
-Grab, rotate, scale.
-Animation functions/insert keyframes.
-Viewport funtions.
-Render/preview.

But in a way this is can be bad as there are so many options it makes it all hard to navigate sometimes, that's why I've memorized several dozen hotkeys.

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