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3 Dimensional Chat / people are hard to make

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PAGAN_old
18
Years of Service
User Offline
Joined: 28th Jan 2006
Location: Capital of the Evil Empire
Posted: 1st Dec 2009 05:59 Edited at: 1st Dec 2009 06:00
took me 2 days to make this guy, by far its harder than modeling a gun or even a car

btw what should i name him? He works as a machicne operator in a steel factory.

dont hate people who rip you off,cheat and get away with it, learn from them
Daniel wright 2311
User Banned
Posted: 1st Dec 2009 06:08
joe, he looks like the perfect joe

HowDo
21
Years of Service
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Joined: 28th Nov 2002
Location: United Kingdom
Posted: 1st Dec 2009 11:14
Like him, very good, better than I could do at the moment, Well done.

Dark Physics makes any hot drink go cold.
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 1st Dec 2009 11:51
The really tricky part is heads, but there are lots of tutorials out there. One thing in particular that seems to be most important in head modeling is edge loops. This is a bit like putting an elastic band on your head; really it's just an aid to keep the model smooth and also ensure that the detail is spent where needed most.

The main thing with the other areas is to use a guide, either a sketched character concept, photograph, or even an existing 3D model. There's no shame in grabbing MakeHuman, and using it's crazy polygon count models act as a guide. In fact that's just what I would do. For the sake of sanity, make a male and female character, naked of course - and use those as a start point - you might even be able to simply vertex edit legs to give trousers - having a generic shaped and UV mapped template would save you a lot of time. If you use the same mesh pretty much, then you can use the same animation skeleton and basic keyframes. Consider the big picture, because you'll get better and better as you go on, and you don't really want a vast difference in quality. It can take a bit of organizing to preserve continuity.

The model is incredibly low polygon, which is perfect if your making Warcraft3, but in a 3D FPS game for instance, you should really use a minimum of 1000 polygons in a character, 1000-2000 polygon character models are pretty good for FPS games in DBPro. You can only really get away with less if you use normal mapped detail, which can be a right pain to get nice.

He looks cool though, I think you got a lot of character in there, looks like a p'd off machine operator. He looks a lot like a Steve to me .


Health, Ammo, and bacon and eggs!
PAGAN_old
18
Years of Service
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Joined: 28th Jan 2006
Location: Capital of the Evil Empire
Posted: 1st Dec 2009 12:39
I did not use any templates for this one, all of this is handmade or made out of boxes. I am trying to shoot for a retro 3d style here, 1996-97 I fiind those old 3d graphics very charming. Made the textures in ms paint. I did make a basic untextured human before that had higer polygon count than this one (kinda like in gothic 1 or WoW) but it was a naked model and with no textures but geometrically it looked better than this one. The most challenging part of modeling a low poly human in my opinion is actually making it look like a human not a robot

dont hate people who rip you off,cheat and get away with it, learn from them
Rich Dersheimer
AGK Developer
15
Years of Service
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Joined: 1st Jul 2009
Location: Inside the box
Posted: 2nd Dec 2009 21:00 Edited at: 2nd Dec 2009 21:30
He kinda sorta reminded me of the toons in that old Dire Straits video, Money For Nothing.

But he's better looking. Joe would work. The Tao of Steve suggests he would have special qualities.

Robert F
User Banned
Posted: 2nd Dec 2009 22:48
you should put a smoke in his mouth.
Madscientist
15
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 4th Dec 2009 00:08 Edited at: 4th Dec 2009 00:08
He needs a coffee in his hand and then he would be complete.
Joe's cup of Joe

If it hasn't exploded yet, I haven't touched it.
Sherikanman
14
Years of Service
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Joined: 3rd Dec 2009
Location:
Posted: 4th Dec 2009 06:57
Woah....Hey can you tell me how to get the models into the game I'm making?


and by the way....steve...his name is steve. LOL

~~~ Insert witty signature here~~~
PAGAN_old
18
Years of Service
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Joined: 28th Jan 2006
Location: Capital of the Evil Empire
Posted: 4th Dec 2009 15:27 Edited at: 4th Dec 2009 15:48
joe and steve huh?

I have decided that Derrik would suit him well, from now on his name is Derrik and YES he is a smoker



and thats an energy drink instead of coffie.

Quote: "Woah....Hey can you tell me how to get the models into the game I'm making? "


make a model in a modeler (i use milkshape) and export it into a .x file or .dbo , then load it into dbp using
1 being the object number

Quote: "suggests he would have special qualities.
"


what kind of special qualities?

dont hate people who rip you off,cheat and get away with it, learn from them

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