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3 Dimensional Chat / model ive made, perfect in a horror hospital or something.. C&C welcome

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Quik
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Location: Equestria!
Posted: 8th Jun 2009 14:41 Edited at: 8th Jun 2009 14:44
so here is a model ive made, pretty simple but it would do in a game=P
and i aswell screwed up the texturing on some places... iam fixing it but MS3D is weak at when it comes to selecting special facesXD
anyway, i also made an interior, things inside it =P what do u think? i am also pretty proud about textures^^










[Q]uik, Quiker than most
Quik
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Posted: 8th Jun 2009 17:07
now i have fixed the textur


C&C is still welcome, and if u need more pics to be able to critic, then just tell me.


[Q]uik, Quiker than most
Seth Black
FPSC Reloaded TGC Backer
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Posted: 8th Jun 2009 17:24 Edited at: 8th Jun 2009 17:26
...nice model, to be sure.

C & C:

Assign another texture to the inner surface of the door (Why would there be a first
aid symbol on the inside?
), and I think you've got a winner, that anyone would be
proud to add to their media library...

Quik
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Posted: 8th Jun 2009 17:54
hmm, u got a point there!


[Q]uik, Quiker than most
tjaabee
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Posted: 8th Jun 2009 18:14
Yup, it's nice, but as SB said. Keep it up!

Best.

Yor mod has been erased by a signature. (Oops... something is wrong)
Quik
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Posted: 8th Jun 2009 18:44
now iam done with it

do you think i should release it to the people, for free? if so, then in what formaths?
i may also notice, that the piller bottles look the same at the backside, but their backs will hopefully not be visible so XD


[Q]uik, Quiker than most
Ezekiel
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Posted: 8th Jun 2009 18:44 Edited at: 8th Jun 2009 18:45
Love the rusted/decaying texture, would be perfect for a horror game

Very nicely done
Quik
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Posted: 8th Jun 2009 18:46 Edited at: 8th Jun 2009 18:46
yes, i had like Silent Hill in my mind when i did it i belive it is my best texture so far^^


[Q]uik, Quiker than most
Quik
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Posted: 8th Jun 2009 20:24 Edited at: 8th Jun 2009 20:25
sorry for double posting, but, i was concidering keeping this horror hospital thing up, mostly to get my texturing skills straight anyway, so i was concidering making segements too, like floor and walls. So, does anyone have any tips about this? how big shall the model be, for example, i want tips about how i should go with the model, or should i just make it and let the people rezise it as they want?... Iam gratefull about any kind of response, wich is positiv^^ Thanks.


[Q]uik, Quiker than most
AndrewT
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Posted: 8th Jun 2009 22:03
You should probably work on the texture for the cabinet a bit more. Right now you've got the same texture applied to each part. You should UV map it and create one texture that is applied to the whole model so each part will look unique.

i like orange
Quik
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Posted: 8th Jun 2009 22:05 Edited at: 8th Jun 2009 23:43
do i have to UV map it.. AGAIN?!? XD anyway, me be happy with it as it is right now, and it isnt like u notice that too much when in a game =P just me again? XD


[Q]uik, Quiker than most
AndrewT
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Posted: 8th Jun 2009 23:44
Quote: "do i have to UV map it.. AGAIN?!?"


You mean you already UV mapped it? Because it sure doesn't look like it.

Quote: "anyway, me be happy with it as it is right now, and it isnt like u notice that too much when in a game =P just me again? XD"


It's ok in this case, but you shouldn't make a habit of it.

i like orange
Quik
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Posted: 9th Jun 2009 07:13
now iam almost insulted ^^ u wanna see the texture? =P


[Q]uik, Quiker than most
Quik
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Posted: 9th Jun 2009 13:13
next model, a try at a zombie (first humanoid/organic model for me.) =P he is very low poly, but its a start, right? =P he is standing at 578 polys, when not mirrored. not much left to model, just hands =P C&C welcome






[Q]uik, Quiker than most
Quik
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Posted: 9th Jun 2009 16:12
now the mesh is finished, i gotta say, i SUCK at hands=P oh well, atleast it is hands.. and a stump XD



C&C STILL welcome


[Q]uik, Quiker than most
lazerus
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Posted: 9th Jun 2009 16:15
i cant really see edge flow?

good for a first attempt,
try looking for the poopinmymouth.com tutorial site link around here i made a pack-t not to post the bugger over 8 times.

it should be located in another human crit.


Freedom has always had a price... Most will never know it, Some will pay your dept,
Quik
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Posted: 9th Jun 2009 16:46
how do u mean "i cant really see edge flow"

i have looked at i-dont-know-how-many tutorials before=P the face is my biggest problem, and will always be i think =P


[Q]uik, Quiker than most
Clbembry
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Posted: 9th Jun 2009 19:57
Hey Quik, do you know how to load reference images into Milkshape 3d?
Quik
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Posted: 9th Jun 2009 20:11
yes, i used a reference picture for this one =P


[Q]uik, Quiker than most
Clbembry
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Posted: 9th Jun 2009 20:48
Oh Idk how, could you tell me?
Quik
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Posted: 9th Jun 2009 21:12
what? XD


[Q]uik, Quiker than most
Clbembry
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Posted: 9th Jun 2009 21:45
Nevermind.
AndrewT
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Posted: 9th Jun 2009 21:52
Quote: "how do u mean "i cant really see edge flow" "


The geometry of a human body--especially that of the face--should always have edge flow that generally follows the muscles/anatomy of the human body. This is especially helpful when you plan on animating your model.

i like orange
Quik
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Posted: 9th Jun 2009 22:11
i can agree with the face, it is bad, but, the body isnt that bad is it?


[Q]uik, Quiker than most
Clbembry
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Posted: 9th Jun 2009 23:04
The crotch needs improvement.
Quik
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Posted: 9th Jun 2009 23:12
hmm yeah,,, ur right =P gonny try ficing it tomorrow... bed time


[Q]uik, Quiker than most
Encrypto Studios
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Posted: 9th Jun 2009 23:24
Quote: "Hey Quik, do you know how to load reference images into Milkshape 3d? "


Right Click on Viewport, choose background image

BMacZero
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Posted: 10th Jun 2009 01:32
@Quik

Your model looks almost exactly like my first human did, lol. Check out this thread:

http://forum.thegamecreators.com/?m=forum_view&t=149111&b=3

It's chock full of awesome advice people gave me on mine.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Kravenwolf
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Posted: 10th Jun 2009 08:51
Love the Silent Hill touch on the texture


-Kravenwolf

Success is not final--failure is not eternal.
Alucard94
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Posted: 10th Jun 2009 17:03
The first model of this thread looks pretty good, the texture really needs some work though, it seems like you just took a semi-white'ish background and used a brown grunge brush on the borders and applied it as the texture. It gives it a very mechanical look and such. I'd suggest maybe just refinging the general material under the grunge and soften the grunge itself by quite a bit, seeing as it's what's taking up most of the viewers attention at the moment.
The human is pretty good, the body of your human does really need some work edge flow wise, mostly since your edge loops that are running through the body are completely straight, which doesn't flow very well with how the body generally works. You want it to flow with the body, not against it, to manage this just try to rotate the edge loops a little bit in the X axis as proper with the body itself (Just google image human edge flow and you'll probably see what I mean).
You also seemingly tried to do some defining below the neck right there, which I'd suggest removing right away in place of either nothing or maybe some pectoral definition, what you have now isn't really in place with the body. Or if it's supposed to be some collar or similar for maybe his jacket I'd recommend rethinking how you made it, seeing as it doesn't, as previously stated, really fit in too well.
One of the main issues of your guy currently I'd say is the shoulders, they're completely flat and shows nothing whatsoever, they don't seem to even be existent. So unless you'd like your character to not being able to move his arm properly/at all I'd suggest maybe dropping that obscure sort of tilted feel of the shoulder that makes it just completely disappear from vision and pull it up slightly and adding some maybe very slight deltoids (?), seeing as it looks like your guy is wearing a vest of sorts.
Then the other more obvious issues of your character are the crotch, the legs, the arms and the hands. The crotch just needs a complete rehaul as, heck, it doesn't seem to exist at this point, right now it just looks like his torso goes straight into his legs. Again, you should be able to find images of human edge flow from google which could show you what you should to with the character. How I do my crotches, which by all means aren't even close to perfect but it's a technique I like to use is that when I've done the torso I select the two most edges closest to the center loop both on the front of the torso and back, and then extrude those a few times, scaling them in whilst doing it, until the eventually touch; which is where I connect them both together by merging the verts. This creates a leg-shaped hole or so that I can just attach the legs too and be happy.
The arms are very flat and weird of shape, the shape issue mainly probably comes by the fact that your guy lacks a shoulder and also that, as with the torso, your edge loops are completely flat. Just read what I said to the torso and apply it to here more or less. The same applies for the arms as the legs.
The hands looks plain odd seeing as it looks like they're really completely flat, but this is quite understandable as hands usually are an enormous hassle to make, let alone make proper. There are a few tutorials online that covers hand modeling, this being one that I'm personally very fond of: http://www.youtube.com/watch?v=J1mExXURsWk&feature=channel_page
.
The head I won't comment too much on seeing as it'd require a lot of explaining a simple google search could probably do a lot better.


Alucard94, the member of the future of the past.
Quik
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Posted: 11th Jun 2009 07:37
Alucard: thanks for the critics, and comments^^ well, now that u mention it, the shoulders doesnt exist^^ ill try fix that today (school soon) and i know the crotch needs help, ill try my best on that too. Also the arms and legs i might be able to give some life... =P


[Q]uik, Quiker than most

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