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3 Dimensional Chat / Character model W.I.P (Omgosh Alucard posting modals?!)

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Sid Sinister
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Posted: 13th Apr 2009 07:04
This is coming along quite nicely Alucard! I can't wait to see the finished result. Will you be rigging this for animation when your done?

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
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Alucard94
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Posted: 13th Apr 2009 11:53
I'm thinking about it, the mesh is just fine for rigging so I might as well rig it. We'll have to wait and see I suppose.


Alucard94, the member of the future of the past.
Alucard94
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Posted: 13th Apr 2009 23:58 Edited at: 13th Apr 2009 23:59
I'd say the leg is somewhat done, not sure yet, but I'll just work on something else for a while and see if I want to change anything later.






EDIT: If you wonder why the wheel thing is missing on that last shot I apparently accidently hid it.


Alucard94, the member of the future of the past.
=Acid=
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Posted: 14th Apr 2009 02:40
I like the sense of style you have given the character. Good work on him. I do think that leg armor though would be unbearable to walk in. Looks like it's very heavy.

You also seem to have very dense shading on the face. Very large dark strokes and it looks like a seam on the brow, maybe because you didn't blend the colors. He looks like an inca. lol. Is there anyway to have a flat perspective than having the smoothing on to have a look at the 100% diffuse?
Alucard94
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Posted: 14th Apr 2009 17:58 Edited at: 14th Apr 2009 18:00
Thanks a lot!
About the leg heaviness, I will actually fix that, and let's just say it'll involve some fancy re-modeling. I have a pretty cool idea.
The face has bothered me for a while now, I'm not sure why I made all the strokes extremely thick, I'll probably revisit it again at the end of the texturing progress.
I believe these are the 100% diffuse shots you wanted:




Alucard94, the member of the future of the past.
Game maker wannabe
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Posted: 14th Apr 2009 18:46
Looks awesome.

How do you add your scratches and dirt?

H

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Quik
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Posted: 14th Apr 2009 20:41
it looks cool XD ure an awesome texturer


[Q]uik, Quiker than most
Alucard94
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Posted: 16th Apr 2009 21:03
Quote: "Looks awesome."


Quote: "it looks cool XD ure an awesome texturer"


Thanks!


Quote: "How do you add your scratches and dirt?"

My method is stupidly simple, I simple make a layer and paint in where I want the dirt/scratches with a close-to white hard brush and then just play with the layer options until I like it.

Have some sort of an update, I've been reading (And trying to understand) Ulysses lately, so you might understand that I've been busy. But even though that I have been busy I have actually done something! Yay.
So I've done a few revises model-wise, the weapons are now in their own separate maps, and the free place that it creates in the UV Map is now filled with the new "foot" I made for the leg with the machinery on it. Basically, the idea is that this little thing will help the character with the walking a bit, you'll see on the texture how, hopefully.





Alucard94, the member of the future of the past.
Azunaki
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Posted: 17th Apr 2009 04:04 Edited at: 17th Apr 2009 04:24
alucard. im not sure if you are using a bump map or normal map. but if you aren't i would suggest it... cause wow that's still a little heavy on the shading (i'll add i pic in a sec)

ok so i found a few things i found odd or didn't "roll" well with everything else.

1. the shoulder looks kinda odd. it could just be the shading (which is my first thought) it looks like it cuts off into a new texture.
2. is hard to explain, it seems like the model and the texture are fighting each other. i mean the shape of the arm and the texture don't work well with each other.
3.is kinda like 2 it doesn't fit well with how you did the model.

that's why i suggested a normal map or a bump map. because it would add that depth to the model that it needs. it also would save you from adding more poly's.

this is just my thought on the model. whether you do it or not is still your choice but that's just what i find strange about it.

although i must give you props on it its looking good.

(and by the way i wouldn't suggest using that color of hair with that color of skin...add some darker colors, like light browns.)

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Alucard94
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Posted: 18th Apr 2009 18:25
The heavy shading was actually because I don't have a normal/bump map. But I do realize I overdid it in a few areas and I will get around to smoothing some things out, I just like working in passes.

Quote: "1. the shoulder looks kinda odd. it could just be the shading (which is my first thought) it looks like it cuts off into a new texture."

Which it does with the shirt on. I'm guessing you mean that there isn't any geometry indicating that there is a shirt there but since the shirt really only was a remake of the texture (And I do still have the non-clothed version left obviously) I'll not bother with that right now.

Quote: "2. is hard to explain, it seems like the model and the texture are fighting each other. i mean the shape of the arm and the texture don't work well with each other."

You're probably talking about the biceps here, yeah I noticed afterwards that it didn't follow the actual geometry that I intended the biceps to be in but I do believe that that can easily be fixed with the liquify tool.


Alucard94, the member of the future of the past.
Azunaki
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Posted: 18th Apr 2009 20:00
on the shoulder i ment more that the shoulder itself protrudes awkwardly from the body...(probably should have said that...)
and on it cutting off into a new texture i also ment when it goes down the arm. from the shoulder to the bicep/tricep....(or what ever the back muscle on the arm is)

also on the lower arm of the front view it looks extremely flat. and the dark line almost makes it look like it is folding over on itself..

i don't think that one is any real problem more an observation cause if this is for a game then i doubt it would be noticeable because of all the other elements in the game but if its just for fun you may want to look at it.
Alucard94
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Posted: 18th Apr 2009 20:06
Quote: "on the shoulder i ment more that the shoulder itself protrudes awkwardly from the body...(probably should have said that...)
and on it cutting off into a new texture i also ment when it goes down the arm. from the shoulder to the bicep/tricep....(or what ever the back muscle on the arm is)
"

Wait are you talking about the deltoid being there? That's a muscle, it helps with moving the arm.


Alucard94, the member of the future of the past.
=Acid=
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Posted: 19th Apr 2009 14:16
Wouldn't it be a bit difficult to walk on a something with that leg because it is flat on the bottom. I think he would be walking very stumpy on that leg because it has to match the surface on the ground lol. Perhaps if it were just a ball on the end instead?
Alucard94
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Posted: 19th Apr 2009 14:19
Quote: "Wouldn't it be a bit difficult to walk on a something with that leg because it is flat on the bottom. I think he would be walking very stumpy on that leg because it has to match the surface on the ground lol. Perhaps if it were just a ball on the end instead?"

Ah, my idea was that the actual surface would deform slightly so that while he would walk rather stumpy but having that little bit of smoothness to it. Think it suits the character rather well and emphasizes the weight of the leg.


Alucard94, the member of the future of the past.
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Posted: 19th Apr 2009 14:38
Oh good idea, lol might as well give him an eyepatch . Have you seen the character from hl2, alex's dad? His got one of those things except his are like rakes.
Alucard94
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Posted: 19th Apr 2009 15:28
Quote: "Oh good idea, lol might as well give him an eyepatch . Have you seen the character from hl2, alex's dad? His got one of those things except his are like rakes."

Ah yes I've seen him, he's very well made.


Alucard94, the member of the future of the past.
Alucard94
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Posted: 20th Apr 2009 21:41 Edited at: 20th Apr 2009 21:42
Technically this isn't very on topic but I don't feel like cluttering this board with more threads. I've gotten my hands on Mudbox these past few days and have been doing some general anatomy practices with it as a procrastination waste . Here's the result after a two hours or so, still have the legs to do. What I kind of like with this is that I did it with no reference; yes it is dumb but I wanted to test my knowledge and I think the result is quite good. This was sculpted on a default Mudbox base mesh but I'm thinking about maybe re-topo'ing him when done just for good practice. Have a look.




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ShawnMGS
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Posted: 20th Apr 2009 21:53
That anatomy is looking good though the muscles around the hips seem a bit over pronounced. The great thing about doing high poly details in MudBox/ZBrush is using that to generate a normal map that can be applied to the base character for added detail.
nackidno
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Posted: 20th Apr 2009 22:14
With no references. That's actually very well done! Though there are some places that looks really weird. Like the lower arms and the lower part of his back. Keep it up!

"Ja, för det är jävligt manligt att ligga fosterställning i duschen och raka röven! Testa det! "
Alucard94
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Posted: 20th Apr 2009 22:17
The sharpness that the lower back shows was revealed to me as I viewed the screenshots, fixed now.


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Quik
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Posted: 20th Apr 2009 22:34
that is excelent Alucard^^


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Alucard94
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Posted: 20th Apr 2009 23:24
Thanks.
Updated a bit:



Alucard94, the member of the future of the past.
Demon Air 3D
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Posted: 20th Apr 2009 23:27
Looks pretty good!
Quik
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Posted: 21st Apr 2009 17:27
updated is very much better^^


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BiggAdd
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Posted: 23rd Apr 2009 00:32 Edited at: 23rd Apr 2009 00:35
That's Looking really nice Alucard, especially considering you aren't using references!

I think some of the muscle definitions are too pronounced though. Could do with downing down a tad.
The Muscles on the Forearm in particular, they don't seem to fit with the rest of the model.

Also the character's back seems a little "flabby"... But I can't put my finger on why.

I really like the shape of the feet and hands! They aren't easy things to get right, but I think you've got them spot on!

Still looking very good though!



Alucard94
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Posted: 23rd Apr 2009 12:15
Thanks BiggAdd! I know about the overly defined forearms, should be fixed very soon.
I'm currently extremely sick so doing any work on this is unfortunately out of the question, seeing as my head is pounding something extreme constantly.
Thanks for commenting everyone.


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Toasty Fresh
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Posted: 23rd Apr 2009 13:59 Edited at: 23rd Apr 2009 14:00
What program are you using for those last few shots Alucard?

EDIT: Oh, Mudbox, sorry.

"You are not smart! You are very un-smart!"
Alucard94
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Posted: 23rd Apr 2009 14:30
Yeah Mudbox, I think that as of now I prefer it over Zbrush just because the Maya-like controls seeing as I'm more used to it. I do like the Zbrush UI though.


Alucard94, the member of the future of the past.
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Posted: 24th Apr 2009 13:42
I can't wait until my copy arrives in the mail...

"You are not smart! You are very un-smart!"
=Acid=
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Posted: 26th Apr 2009 04:41
Some fairly good sculpting you have there, Mudbox is so much easier than zbrush but I find that zbrush has a little more extra features which makes it better after the freaking 10 hour learning curve, Mudbox only has a 10 minute learning curve!.

The anatomy is looking fairly good. I have some dvd's at home of a man dissecting a male body showing all the muscular form, I would recommend you buy it although I can't remember the name of it. Some crazy guy with a farmers hat. The characters back though still seems a little bit flabby.

Oh and by the way, finish the texture for the AK model .
Alucard94
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Posted: 26th Apr 2009 11:24 Edited at: 26th Apr 2009 11:25
Quote: "The anatomy is looking fairly good. I have some dvd's at home of a man dissecting a male body showing all the muscular form, I would recommend you buy it although I can't remember the name of it. Some crazy guy with a farmers hat. The characters back though still seems a little bit flabby."

I had a DVD where some guy went through how to model every single muscle in the body of a character, naming them all as he went along, which was obviously very confusing for me but I liked the techniques he used. I have officially lost the DVD though.

Oh and I thought you guys would've forgotten about that gun haha, it ended up on the large pile of "needs to get done" work that I have on my harddrive. I will freaking finish it one day though I promise!


Alucard94, the member of the future of the past.
Demon Air 3D
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Posted: 26th Apr 2009 13:28
Quote: "I had a DVD"


Do you know that DVD that Bond1 mentioned on my 'Maya or 3DS Max' Thread, That you bought ? I'm buying it today but could you tell me if they offer a boxed version ? Thanks alot.

Sorry for off-topicness
Alucard94
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Posted: 26th Apr 2009 13:37
Quote: "Do you know that DVD that Bond1 mentioned on my 'Maya or 3DS Max' Thread, That you bought ? I'm buying it today but could you tell me if they offer a boxed version ? Thanks alot."

I have no idea, I just took the download version.


Alucard94, the member of the future of the past.

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