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3 Dimensional Chat / Quik's models and media

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Quik
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Posted: 30th Mar 2010 17:39
sorry for double((no acually tripple)) post, but iam, as usual when iam starting something, going away, but since i really want to finish this one, ill make sure to have arms and perhaps feet done when i come home^^


[Q]uik, Quiker than most
General Jackson
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Posted: 30th Mar 2010 23:48
These are looking great! =)

Finish that mac 10 and I'll rig\animate it

Quik
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Posted: 1st Apr 2010 17:40
well, i will prollt finish the mac 10 sometime. whenever i feel i have the time for it, the uvmapping is just a pain in the *** also, i feel that i need to move to the organic side of modelling and texturing.

i made him a couple of boots, and iam happy with em, going to make his hands asap, since i have no internet on my laptop, iam going to have to get an USB memory before i can update again, dont worry, 1 day max! ^^

after iam done with the hands, iam going to start working on his but=P


[Q]uik, Quiker than most
Quik
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Posted: 2nd Apr 2010 19:42
okay, so now i have made an cardboard box for an indie game, called Army men Extended. dont think they will carebout me posting it here ^^





also i have some updates on the human^^ only update on his feet tho.. oh well





[Q]uik, Quiker than most
mike5424
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Posted: 2nd Apr 2010 19:48
What's with the seam?
It seems You have used smoothing, It's really un-needed.

I love the box! Looks really good!

---
Quik
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Posted: 2nd Apr 2010 20:01 Edited at: 2nd Apr 2010 20:15
thanks
edit: the texture size for the cardboard is 256x256

no no smooting, started with a single face, and worked from there, NO smoothing=P


[Q]uik, Quiker than most
lazerus
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Posted: 2nd Apr 2010 20:45
Its looknig good mate,

Though on the seam;

Is it a mirror of your mesh?

If so then i suggest you use the symettry modifier. This will make life so much easier espeically since it will stich all the seams for you. You will have to adjust it, so just select the axis 'X' sohuld be right for you. Then depending on your models domminent side, The one you work on, flip the mirror accordingly. After that drop down the symertry function tree. and click the mirror, Align accordingly to what you need.

Just a note, the edge seam that the mirror will be on. Drag all the vertices outwards a little bit. This is because you lose a little in the mirror.

If this is a whole single mesh then;

the smoothing groups are out and you need to correct them. In the mesh/poly tree, selct polygons then scroll till you find Polygon properties. crtl + a and select all polies and click auto smooth. After that its just a matter of correctly any of the issues by reassigning the groups.

-Con

Quik
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Posted: 2nd Apr 2010 22:54
it is mirrored with symmetry modifier ofc, i always do that. i wanna get the hands down soon tho, wont work on this til monday really, cuz iam busy tomorrow =/ oh well, after the hands i wanna texture him, i think i want the equipment to be on a own texture, what do u think?


[Q]uik, Quiker than most
Quik
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Posted: 4th Apr 2010 01:29
sorry for double posting but:
Quote: "What's with the seam?"


what seam are u talking about?

working on the hands atm, and iam tweaking some stuff.


[Q]uik, Quiker than most
SJHooks
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Posted: 4th Apr 2010 03:58
Quote: "what seam are u talking about?"
He means the clearly visible line down the middle of your soldier. In blender all you should do is just select all of the verticies, press ctrl+w, and then click the "remove doubles" option.

Asteric
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Posted: 4th Apr 2010 04:02
Its in max i do believe, i think that when you are done with the mesh, just convert the symmetry back to an editable poly and reapply the smoothing groups, you should be fine.

Quik
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Posted: 4th Apr 2010 04:25
oh yeah that one, it is a smoothing problem which comes when u usesymmetry modifier^^ i will, ofc, fix it when iam done=) iam almost done with tha hands, just needs to tweak it a bit, add some more detail, remove some polies, then iam all set to go to start on the UV map for the character, then iam going to start to make him an armor/texture him

also, iam totally worthless when it comes to "human texturing" got any good tips when it comes to texturing skin? would be very appreciated^^


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Asteric
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Posted: 4th Apr 2010 04:26
I cant help you much i am afraid, never took much to organics, i will see if i can dig something up for you.

Asteric
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Posted: 4th Apr 2010 04:29
Quik
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Posted: 4th Apr 2010 04:42
thx asteric, ill study that, it explains stuff very good, tho i dont have an advanced model like that, iam pretty sure, it will come in handy! thank you a lot, it also covers normal mapping, which is just splendid! since iam not that great on that part and usually just generate one, it might be a perfect time to try it out!

thanks a lot asteric. i will be back tomorrow with some pics of the hands, and probably a start of the UV^^


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Asteric
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Posted: 4th Apr 2010 04:45
No problem, glad it helped you out.

Quik
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Posted: 4th Apr 2010 05:26
okay, since iam at it, i finished his hands. he might need some poly reduction since he is over 1k polies //quads\\ but iam happy with the mesh, for sure, just worried about the texture, but i dont really car if the texture turns out bad, the important thing is that i tried, and thats the only way to learn, to try, fail, look over it, think: what can i improve? try again, do a bit better.

do you have any other crits on the mesh?






[Q]uik, Quiker than most
David Gervais
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Posted: 4th Apr 2010 12:00
**Thread Name Changed as requested!**

You got some good stuff here, keep up the fun!

Cheers!

Asteric
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Posted: 4th Apr 2010 14:54
The arms need a bit extending, he basically has no forearm.

Quik
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Posted: 4th Apr 2010 15:28
so true asteric so true! will get to that today. thanks for pointing that outXD

thanks for changing the name david ^^ and thanks for the compliment^^


[Q]uik, Quiker than most
Hassan
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Posted: 4th Apr 2010 15:31 Edited at: 4th Apr 2010 15:32
his hips are very....dunno, fat? they look weird

Quik
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Posted: 4th Apr 2010 17:42
i dont think it is fat? iam tbh, very happy with how his upper body have turned out, it is below the hip which iam.. not so happy^^


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David Gervais
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Posted: 4th Apr 2010 21:53 Edited at: 4th Apr 2010 21:54
I agree that the waist up is good, below the waist his 'unmentionable' areas are way too short. I did a quick sketch over to illustrate what I mean.. (attached)



I hope that helps, I'm no expert but that's the obvious 'wrong' in the model.

Cheers!

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Quik
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Posted: 4th Apr 2010 22:31
yeah i have noticed that, i will try my best to fix that, thanks for pointing it out tho.^^ will fix that and then UVmap it


[Q]uik, Quiker than most
Quik
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Posted: 5th Apr 2010 02:37 Edited at: 5th Apr 2010 02:51
okay, tried to fix that the... THE areas, here it is:


smoothing errors cuz i have split it up to diff objects for UVmapping, dont bother it^^


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SJHooks
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Posted: 5th Apr 2010 04:23 Edited at: 5th Apr 2010 04:23
Looks better, to be honest, If I were you I'd scale up the torso and the head, they look small compared to the leg, and the legs curve outwards in an unnatural way... Or rather the muscles of the legs seem to bulge on the outer sides, making the legs appear curved or too big. Something I found awkward in many games is how they make ever character to be unnaturally buff, or in perfect condition. Bets are that there are many skinny ones out there (or at least thats what it seems when you compare the heads of the skinny characters with the rest of the body).

Quik
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Posted: 5th Apr 2010 05:47
i totally agree with you, why didnt u say that earlier?... oh well, gotta fix that before UVmapping it. real tired atm so i will go to bed and fix it tomorrow


[Q]uik, Quiker than most
Quik
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Posted: 11th Apr 2010 02:06
hello guys and girls! hope u all had a happy easter! i came here to tell u: this model is not dead! i have started uvmapping it, and well.. iam not a pro uvmapper, iam acually a pretty bad uvmapper, but i do my best and i want to learn! anyone got a tip? using lithunwrap, since i really dont get 3dsmax mapper and ive used lithunwrap for.. since i started 3d^^ so yeah, iam pretty happy with the uvmap, it has some stretching and stuff, and ill probably do something about the stretching on the feet, it is far from done and i havent even started on the hands yet! this is the basic layout though, will rescale stuff later on and make sure to fill out most emptyness^^





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Quik
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Posted: 13th Apr 2010 14:03 Edited at: 13th Apr 2010 14:07
no comments? oh well, here is a gun for him which iam working on at school, since i cant start painting here=)
it is atm 396 polies, and it is not done, i will also have to do some reducing when done but dont worry bout it. the barrel thing will need some rescaling aswell, will do when iam done modelling that part.
what do u guys think of it? looks good?



do u guys have any tips about how to make millitary patterns? never done it before and it could be good to know since his body will have an millitary pattern. thanks.


also iam all done UV mapping the guy, so ill start painting soon evough


[Q]uik, Quiker than most
Quik
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Posted: 14th Apr 2010 12:29
okay it is done now, just needs some poly reduction, as i think 452 is a tad to much for a 1,1k model, (quads) so i will try getting it down a bit anyhow. also i really gotta get to painting the human lol^^
here it is (ty for the wire tut asteric.)




[Q]uik, Quiker than most
Asteric
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Posted: 14th Apr 2010 15:05
The m4's receiver is not flat, there is a cylindrical shape to it. This should help: http://www.pixagogo.com/Photos/Albums/Photo.aspx?id=S4bYJaiTRMJ!6HKykIdIOwNJjaOQGk-MwVqF1jbCZNrlzaNZbtG9W0oAgJYfDSHzU1

Also, there is an n-gon on the back end of the receiver where it curves into the grip.

Keep it up, and if you want tome more crits on accuracy just let me know, i dont want to me too harsh.

Quik
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Posted: 14th Apr 2010 16:45 Edited at: 14th Apr 2010 17:19
yeah i was unsure about that, http://upload.wikimedia.org/wikipedia/commons/c/cb/M4A1-CQBR.jpg
that is the ref pic i used, the upper one, this might clear up why it looks like it looks?

also, i am aware of the Ngons, i usually let the exporter fix them, since well really, they use to do a good job with them ^^

more critts is always nice, this is my first try on an M4A1

edit: due to ngons, polycound might me like 50 more than i said =)

if not more.. maybe 100 more wops


[Q]uik, Quiker than most
Quik
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Posted: 15th Apr 2010 12:31
and here iam again, with another update (the gun is 1000 polies (quads) btw >.< but i think it will work out anyhow.

i have started on the guys texture, it is NOT seamless tho, since well.. i dont really know how i would make it seamless. imho i think it looks good so far, iam just afraid of how his face will look.






[Q]uik, Quiker than most
Quik
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Posted: 6th May 2010 00:11
long time, no see, no post xD well, just wanted to post an picture of a little project =P it is an armour based of the halo armour (might not look like it) pretty happy with it so far =) was aiming for real sub div armour at first, but i find the low poly kind of nice aswell =P been working for this for about 30min - 1h (took some time to figure out where to start and such)

hope u like it
and iam not dead=) oh and the army character is being textured from time to time, needs a bit of lightning on the clothing, needs a face (ugh) and some boot textures=P it is not completly dead heh^^
/come to think of it, the armour looks rather feminime doesnt it?\



[Q]uik, Quiker than most
KeithC
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Posted: 6th May 2010 20:15
Nice work there.

-Keith
mike5424
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Posted: 6th May 2010 20:18
Quote: "/come to think of it, the armour looks rather feminime doesnt it?\"

Would be perfect for an army woman's bra

Nice work!

---
Quik
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Posted: 6th May 2010 23:34 Edited at: 7th May 2010 00:28
here is an small update on it:




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JLMoondog
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Posted: 7th May 2010 09:02 Edited at: 7th May 2010 09:02
Hmm, I'd suggest finishing one of your previous models first. You gain more experience from finishing one simple model then from stopping halfway on a complex model. Just my two cents.


Quik
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Posted: 7th May 2010 11:38
yes josh mooney, iam aware of this, since i made the first one on my laptop, and not on my other computer. iam going to have to move it to my other computer, since i only use the laptop on school =P going to try to get it to my computer at home asap ^^


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Quik
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Posted: 29th May 2010 14:55 Edited at: 29th May 2010 14:57
alright, so i finally got to do something on my soldier. so i have done his face, he just needs an ear and then ill move on to colour definition (the colour u see here is <<NOT FINAL>> as u can see i havent finished his eye colour and lip colour yet, and the skin tone is not how i want it^^ but that have to wait until after iam finished with his ear. iam very happy with how it have turned out so far.


<<<<<<<<<<<<<<CRITS VERY WELCOME.>>>>>>>>>>>>>>>>>>>>>





and here is the texture map



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Camouflage Studios
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Posted: 30th May 2010 16:29
In order to make the face to look ALOT better with that texture I suggest adding more geometry. Your not gonna get it to look good while the head is this boxy. And you can afford the extra polies.

As for the texture, you have very bad seams and it's just a pattern. Get some dirt, variation and shading into there to make it more interesting.

banner.jpg
Quik
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Posted: 30th May 2010 17:05
iam not done with the texture yet camoflage=) and yes, iam aware of the head being low poly, but i wanted this character to be as low poly as possible.


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lazerus
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Posted: 30th May 2010 17:10 Edited at: 30th May 2010 17:11
Put the entire mmodel into a single smoothing group. that should get rid og alot of the squarness of the guy.

Quik
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Posted: 30th May 2010 17:19
yeah, well, the whole head is in the same smoothing group, it looks fine when in the work window, but when i render it turns out like that, i do suppose it is due to the fact that it reflects lightning when rendered. will get to work on his ears today, then of to defining the skin tone, then ill get to work on his clothing, shoes and his belt.


[Q]uik, Quiker than most
Hassan
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Posted: 30th May 2010 18:12
a few crits:
the neck and boots in the pics ( ??? )
the textures looks cartoony, you should brighten and darken some areas to make it look like cloth, rather than a plastic toy
the head is too boxy, and you should add some geometry to the eye, it looks too flat for an eye

your previous model ( that chest guard piece ) looked really good, maybe you should use it as armor or something?

Quik
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Posted: 30th May 2010 18:14 Edited at: 31st May 2010 00:52
if iam to use the armor as an armor, it would need heavy poly red to match the polies on this model, good idea tho! might want to do that^^

thanks, but a sive said already, the clothing isnt done yet, i just thought that i need to do the face, while i had the time to. havent started on the boots and belt. the neck isnt done either

thanks for all the crits guys!

edit: well, when iam done with the textur i shall see to it if the face needs more geometry or not.. lets see about it^^


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Azunaki
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Posted: 31st May 2010 11:12
whats the poly count on the soldier?

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Quik
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Posted: 31st May 2010 12:40
i have said, earlier (page 3) that it was 1k quads.


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