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3 Dimensional Chat / The corpse of DOOOM

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Cong
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Posted: 16th Aug 2009 13:28 Edited at: 16th Aug 2009 13:29
Hello.

This is a model of a corpse just wasting time making models for me to get my mind of life and stuff and how rubbish it is,but how great it could be if i just do something but do not know what!
if you like this model then please be my friend
contains two slight variations as i could not choose wich one looked better this is just a quick model



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Cong
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Posted: 16th Aug 2009 16:28
Thank you this model will be very usefull
nackidno
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Location: Där solen aldrig skiner
Posted: 16th Aug 2009 16:38
Quote: "Thank you this model will be very usefull"


lol?

As for commenting the model, it looks really bright.

Venge
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Posted: 16th Aug 2009 16:46
Maybe you just need a purpose. I would suggest Buddhism, but I can't because of the AUP. Also, most people aren't on here every 3 hours or less to comment on models. You might try posting a wireframe, that usually helps us determine usability of a model as well as skill of the modeller.

I have never let my schooling interfere with my education.
-Mark Twain
Cong
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Posted: 16th Aug 2009 17:10 Edited at: 16th Aug 2009 17:10
okay heres the wireframe

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Azunaki
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Posted: 17th Aug 2009 00:23
i really only see two purposes for it hanging from a hook in a meat house(slaughter house) or strung around in a horror scene sorta thing. although not really bloody enough for either.

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Red Eye
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Posted: 17th Aug 2009 12:47
WOW that is like 100 times too much poslys for something like that.

But looks okay.

nackidno
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Posted: 17th Aug 2009 13:02
What modelling package are you using?

kaedroho
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Location: Oxford,UK
Posted: 17th Aug 2009 16:37
It looks like one of those things you see hanging in one of those rooms in meet processing factories.

Maybe it might be a bit scary to see human corpses instead of pig corpses hanging in one of those rooms...

Azunaki
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Posted: 17th Aug 2009 18:51
that's what i was thinking. but it doesn't really have the appearance of a human body.. not bloody enough or not really colored right.(the human body is a grey green color...when it doesn't have blood running through it)

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Cong
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Posted: 17th Aug 2009 20:20 Edited at: 17th Aug 2009 20:21
i am using maya

I have now redone the texture and normal map hope this is better

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Cong
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Posted: 17th Aug 2009 20:21 Edited at: 17th Aug 2009 20:22
Pic 2

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Azunaki
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Posted: 17th Aug 2009 20:27
if your going to include the ribs on one side you should at least have the broken bones protruding out of the body(on the other) the color is much better.

[url]http://myportfolio.x10hosting.com/[url]
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Cong
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Posted: 17th Aug 2009 20:42
Okay,but whats the best way of adding them now that i have uv mapped textured and normal mapped the model?

Also will anyone be intrested in using this for there games?
Dark Dragon
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Posted: 17th Aug 2009 20:46
Quote: "if your going to include the ribs on one side you should at least have the broken bones protruding out of the body(on the other) the color is much better."


lol, way better than anything i can do.

Hey this is good, for like, a horror scene, i could see a couple of these hanging from a hook or somthin'

the modell, after being textured, look okay, just............too many polys.

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Cong
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Posted: 17th Aug 2009 20:54 Edited at: 17th Aug 2009 20:54
No problem i can reduce it

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Dark Dragon
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Posted: 17th Aug 2009 20:58
Sadly,I've no need for it....

Just saying it ok tho, not that bad compared to me.

(\__/) HHAHAHAHAHAH!
(O.o ) / WORLD DOMINATION!!!!!!!!!!
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Cong
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Posted: 17th Aug 2009 21:07 Edited at: 17th Aug 2009 21:12


okay well i might make a few legs and stuff next and then those hooks people seem to like and then seeing as i have no good life i shall do me a whole butcher house

one question if i was to make a whole collection of body parts hanging from chains in fpsc is it possible for the character move into them and they swing around and stuff when the character hits into them thatd be pretty good if i made a created butcher to then sneek up on you when your going through a maze of body parts

Oh yeah has anybody got any pictures of those meat house things for like the mincing machines and equipment grunged up?please

thanks
zeroSlave
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Posted: 17th Aug 2009 21:55
A meat house maze would be a cool boss area. I don't use FPSC, so I'm not sure if it can have physics like what you mentioned or not.

Quote: "Okay,but whats the best way of adding them now that i have uv mapped textured and normal mapped the model?"


Looks like there are some areas in the texture maps that are empty. You could probably make a couple rib bones as separate objects and texture them all the same within the empty areas of the maps. Not sure what your process is, but in my head, this would work.

As far as meathouses:
http://www.mcphee.com/resources/april09/118943.jpg

, Couldn't resist. Google an image search for "butcher shop" there are some pretty nice reference pics for this.

There's something in this room that makes you can't speak well.
Cong
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Posted: 17th Aug 2009 23:06 Edited at: 17th Aug 2009 23:06
Corpse with ribs,ribs not textured yet

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Cong
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Posted: 17th Aug 2009 23:17
it would look nice to have a few cobwebs any suggestions how i would do them?
Venge
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Posted: 17th Aug 2009 23:42
Alpha-mapped planes would probably be easiest, though I don't know how many rotting corpses have spiders living on them. I think it looks pretty good as is, maybe grunge/darken the ribs a bit, sort of a yellowish maybe to fit the theme. Real bones aren't quite that bleach-white unless they've been cleaned.

I have never let my schooling interfere with my education.
-Mark Twain
Azunaki
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Posted: 18th Aug 2009 02:18
(he hasn't textured them venge...)

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Cong
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Posted: 18th Aug 2009 11:31 Edited at: 18th Aug 2009 11:32
Okay so i have finished this corpse now

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Cong
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Posted: 18th Aug 2009 11:35

Download contains 2 versions one with ribs one without

It would be nice to see this model in game please if you use this in game please tell me so i can see the results

thanks

download attached

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mike5424
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Posted: 18th Aug 2009 12:03
Nice! Maybe have it lying in a bed (in a scary game of course).

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