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3 Dimensional Chat / Conor's WIP - Get Me in the Game

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lazerus
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Posted: 1st Mar 2010 19:10 Edited at: 1st Mar 2010 19:31
Yep, i started as soon as i seen the thread.

About 40'odd min's ago buuuut, ive done most of the first mesh. Hate me later \\Im BORED//

Used the 'poop' Tut's human sketch for reference. (first in the list on my ref bank)

So anyway this will be a nice warm up to Fpsc characters.



Well im going for the standard Human first, then ill see what i can sqeeeze out of him and into the surrounding scene and other extras.

Update, Where am going with the texture and mesh.



Thats clothing over the arm and leg

-Con

Camouflage Studios
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Posted: 1st Mar 2010 21:24
looks awesome lazerus I really like the mesh and the texture idea

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lazerus
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Posted: 1st Mar 2010 22:24 Edited at: 1st Mar 2010 22:25
Thanks camo

Heres the update on the mesh.



Working over the hand and foot next. Im debating wheathjer or not to completly remove the mesh that will be under the clothing and just have the end of the foot + hand sticking out. So the areas that i have painted on the mesh above, the hand and foot will have nothing untill the foot/hand.

Ill find out with my poly count anyway. Its creeping up lol.

Edit i tweaked the head a little so0 its not as pointy, i just dragged that vert in a little. OCD lol

-Con

RUCCUS
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Posted: 1st Mar 2010 23:17
The head seems extremely short...
lazerus
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Posted: 1st Mar 2010 23:42


Better?

The width scale is about right since i can fit three heads from shoulder to shoulder.



Ive still got plenty of time to play with this so ill sleep on it ^_^ oh and does this guy look really fat and spread out on your screens? since i was using 16/9 ratio on my big screen, then realised and changed to a 4/3 and corrected it. Im not sure what ratio to use though -___-? Any ideas?

RUCCUS
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Posted: 1st Mar 2010 23:48
How many of those heads is he tall though? 7 for human, 8 for hero, is typically the standard in the industry.
lazerus
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Posted: 2nd Mar 2010 00:04
7'



I can always go back and rescale anything anyway ^_^

greenlig
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Posted: 2nd Mar 2010 00:25
Good looking model, Lazerus. One thing though, be careful with the poly count, as what you are displaying is Quads, not triangles. The compo limit is 777 triangles. Your model looks like it has about 8-900 triangles in it already.

If I am mistaken, ignore me

Regards,
Greenlig

Your signature has been erased by a mod as it is far too big.
lazerus
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Posted: 2nd Mar 2010 00:30
1004

I guess i complelty over looked that...

Brb.

Camouflage Studios
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Posted: 2nd Mar 2010 00:46
Hey lazerus, I'm just wondering what technique of modeling did you use, box, cylinder, etc

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Quik
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Posted: 2nd Mar 2010 10:58
i THINK he uses box, i THINK so anyway=P

hmm i gotta get back to modelling....

looks great laz=) iam not a fan of that kind of arms that he has, tho doesnt means it doesnt mean it doesnt look good =)


[Q]uik, Quiker than most
Cyborg ART
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Posted: 2nd Mar 2010 11:56
Even tough its over the 777 limit it looks good
Try to see if you can get rid of a few triangles then we have a winner

RUCCUS
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Posted: 2nd Mar 2010 13:19
But... he isnt 7 . He's like 6.5. The lower part of the legs definitely need rescaling. I recommend moving into hero proportions but you don't have to, it just typically makes for a more interesting character.
lazerus
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Posted: 2nd Mar 2010 14:45 Edited at: 2nd Mar 2010 15:50
@ Camouflage Studio;

I was tempted to box model this but i sided with cylinder since i can control the roundness easier.

Quote: "He's like 6.5."


lol let me add feet aswell

yay poly count has been rasied to 500 quads 1000 tris. Phew...

Ill get back to work on this soon as im done playing with my new mp4 player. Distractions distrations. Bane in my side

-Con


Update;



Feet and hands added. TRI count 1126, i can shave this to about 850-900 with alot of reworking. Ive fixed the proportions and tweaked the overall masses. Reworked the groin after a few floaters clogged up the polies- some random cuts and remenants off the base cylinder.

I shaved a few polies off his backside and will rework the back of the neck next.

If you never noticed, im still tring to keep the compact areas for animation intact. I have a few ideas on what to do for him ^_^

lazerus
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Posted: 2nd Mar 2010 16:39 Edited at: 2nd Mar 2010 17:47
Persistance paid off.

Pretty much reworked the structure of this guy to the point i changed alot of the base and removed a entire loops.

Stats for the aftermath;

493 verts
510 quads/tris
982 Tri's



Time to play with my 18 tris lol


Update:

Well im not triple posting so ill update posts past a double from now on.

Ive near enough finished all the work now, at least till something bites me in the backside, yeah its pretty much done.



The mesh that would be inside the areas covered by the clothes has been deleted since i could not push it with that poly count left, i tried my best to keep them but alas i mutilated him anyway. Im going to UV map him next and after that the animation will be a relaxing end to this comp.

Cheers
-Con

Asteric
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Posted: 2nd Mar 2010 17:46
The loops in the forearms can be cut methinks, they are doing almost nothing to the silhouette.

lazerus
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Posted: 2nd Mar 2010 17:48
Me thinks your right. Ill hack them now.

RUCCUS
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Posted: 2nd Mar 2010 17:57
Id say there are a few in the legs as well that aren't really necessary. Might as well take them out for the time being and if you have spare polygons later add them back. Or just keep them in mind as places you can still reduce if you end up needing more polygons.

I might enter this comp if I have some time this weekend. I've been out of the loop for like... 2 years now lol.
lazerus
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Posted: 2nd Mar 2010 18:06 Edited at: 2nd Mar 2010 18:07


Striped the arms but noticed some funny poly flow in the arm pit, so i cleaned that up a little too. The neck looked like i had 'nicked' it with the extrude tool, random, but fixed it aswell.

Re adjusted his right arm and made it slightly more buff than the left, natural preference, yep i thought that far into on the fly. lol if i only did that with my work.

I really dont want to harass the legs anymore, i noticed them before aswell. Ill hack them if i need the space but thier fine for now.

henry ham
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Posted: 2nd Mar 2010 19:09 Edited at: 2nd Mar 2010 19:14
looking good mate but i thought the max was 777 tris ? yours is showing 972 tris.

ignore me im an ass i should have read the comp post before posting here

cheers henry

RUCCUS
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Posted: 3rd Mar 2010 03:43
Wont that metal armour on his leg stop it from being able to bend?
The Afrokid
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Posted: 3rd Mar 2010 09:12 Edited at: 3rd Mar 2010 09:12
it could be rubber? or have a hinge or something..anyway its looking nice so far.
lazerus
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Posted: 3rd Mar 2010 14:25
It was going to be material, like a pants leg type thing, same with the arm. Anime has corrupted my brain so things like clothes that hold arkward shapes exsist, just a heads up thier

Ill unwrap the guy today Texture tommrow rig on the Friday and animate over the weekend. Then ill have 5 days to finish off my last unit of work, priorities fail lol

Quik
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Posted: 3rd Mar 2010 14:30
unless he is really weird, so that his knee is like 10cm higher up, he wont be able to run or walk with thatXD

looking good though


[Q]uik, Quiker than most
lazerus
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Posted: 3rd Mar 2010 14:35
Just realised what you guys were saying Ill drop the material leg so the hole is actually on his knee. Told you my brain had been rotted.

Alucard94
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Posted: 4th Mar 2010 15:41
Quote: "I might enter this comp if I have some time this weekend. I've been out of the loop for like... 2 years now lol."

Unfortunately, I know what you mean.

Looks good man.


Alucard94, lacking proper intelligence.
lazerus
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Posted: 7th Mar 2010 13:50 Edited at: 7th Mar 2010 13:54
Yeah, Yeah, yeah..

I had other stuff to do lol.

Anyway heres the model with the uv data ontop.

Edit helps if i post the picture



Im going to map the clothing tommorow after i get back from 6th form. Ughh i have to wear a tie since offsted inspection are comming.

I could get away with normal mapping this guy without retopology

Ehh ive got plenty of time to play anyway ^_^

+ fixed the leg material and lowered it as much as possible without exposing the seam. Im ethier going to make a weapon, or add more material 'bumps' using plane to add more detail. Ill work it out anyway.

Also tweaked his calf, it was too fat and skinny so i sorted that, -render fails to show it lol-

-Con

lazerus
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Posted: 17th Mar 2010 23:54 Edited at: 17th Mar 2010 23:56
Well i can now ressurect this thread as i have finally have time to play again.

Just finished off the combined maps of all the meshes;



Okay a bit of black space but it could be worse so im not too fussed.

I get to paint now ^__________________________^

Then animate, so that hard parts are out the way, its time to play

zeroSlave
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Posted: 18th Mar 2010 04:38
Cool work, Lazerus. I dig how it's not completely symmetrical.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
lazerus
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Posted: 18th Mar 2010 22:15 Edited at: 18th Mar 2010 22:30
Texture update.



Photo manipulation along with alot of reworking. Thiers actually 4 donor adomons' -one was a womens

Im want to use strong colours in this so the flames designs on the material are over the top lol. Going to move onto the leg/hip areas now.

-Con
Edit;

Yeah cough' i was bored with the symmetry of it all and anyway, When was the last time you seen a hero in a game like FF or others with complete symmetry on clothing?

zaphos
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Posted: 19th Mar 2010 01:03
Looking good, can't wait to see it finished.

farmkid4
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Posted: 19th Mar 2010 01:52
looks nice wish i could model like that. btw what mp4 did u get?

Shadowtroid
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Posted: 19th Mar 2010 22:53
Hey Laz, did you see? They increased the poly cap.

Good luck on the comp. I'm rooting for you!

lazerus
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Posted: 21st Mar 2010 01:59 Edited at: 21st Mar 2010 03:07
Quote: "looks nice wish i could model like that. btw what mp4 did u get?"


Its a average touch screen, with ipob knockoff software an 16gb internal with +8gb port 4mp camera with video. .pdf along with most video formats useable, 10hrplay time with music - ish

Quote: "Hey Laz, did you see? They increased the poly cap."


Yup, thats why my dudes at 1k tris lol

Update;

Torso done, tweaked the arm aswell.


Some aribrushed muscles ofc, so normal maps are important now.
edit;

Just handpainted out some then, looks pretty good lol.



henry ham
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Posted: 21st Mar 2010 02:39
starting to really take shape mate,i must try to enter this one if i can find the time

cheers henry

lazerus
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Posted: 21st Mar 2010 23:01 Edited at: 21st Mar 2010 23:02
Thanks henry ^__^

//

I was planning out the leg textures when i realised something, very, very, important.

I had created a pervert =_____=""



Hes got no pants lol

So yeah, heres the updated mesh, and ill be texturing them tonight.



Shadowtroid
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Posted: 21st Mar 2010 23:07
Looks awesome Laz. Really like the mesh.

Mazz426
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Posted: 22nd Mar 2010 19:02
how many polies is it now?

lazerus
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Posted: 22nd Mar 2010 20:28 Edited at: 22nd Mar 2010 20:29
Its still 1000 tris mate ^_^
The poly count is 525 Just to confuse you
Its because it also counts Single tris' aswell as quads.

Update, Pants, legs, and bandana textured.



Thiers no exposure control, so the shadowed areas between the legs are textured in.

Im tempted to redo the bandana as flames like the arm, but im not sure if itll be overkill. So while im undecided, im leaving that unrefined, saves time if i decide to change it later.

The symbol on the leg is the one i use most often in my pieces and is practically my sign on, so in case it pops up on the net randomly ill be able to recognise it

Next up is shoes, im thinking converse/street/urban/black.

Edit/ ill be smoothing the normals down on the legs, seems to lumpy.

lazerus
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Posted: 24th Mar 2010 02:49 Edited at: 24th Mar 2010 03:36
Well ive finished texturing.

Forgot to say, I found his name, AREI.





For a turntable;

http://www.youtube.com/watch?v=Jp_HM_IQZk8

This guy has killed me, but its done. Ive met the bar on the entry standards so im safe lol. An related, i found out i have a youtube account from 2 years ago lol.

Next up is animation

Mazz426
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Posted: 24th Mar 2010 21:28
looks pretty nice, but the hands texture looks a bit rushed, other than that its great

lazerus
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Posted: 24th Mar 2010 22:44 Edited at: 24th Mar 2010 22:55
Finally got the face right...-ish





I used the plains from the bandana to create alpha hair. A whole six of them so i used the uv space from the ban' to expand the heads map and make it more detailed.

Black Profductions
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Posted: 24th Mar 2010 23:04
wow, really surrealistic clothes, i like the concept, good work

lazerus
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Posted: 24th Mar 2010 23:38


Final render of the this guy, next up is the animation, the rigging is done so its just making the list of animations.

Which brings me to my second point. What on earth do you guys need animation wise?

So far ive planned,

Walk
jog - high elbows boucny step -
sprint
Push -Shoulder-
touch/press button/
pick up - bend -
croutch + walk
prone
Punch/ three versions
Finisher held by the neck
Kick
drop kick + recovery

Anything else if i get around to it.

Shadowtroid
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Posted: 24th Mar 2010 23:55
Wow, looks good Laz!

Maybe you could do firing gun animations...Like, don't supply the gun obviously (cutting it close as it is) but that can be added in later.

But I think it would be best to ask people who are making a game. Because that is not me.

Quik
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Posted: 25th Mar 2010 11:32
looking very VERY good, but i still get the feeling that the hands are rushed, they dont have any details, aside from everything else=P


[Q]uik, Quiker than most
zaphos
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Posted: 25th Mar 2010 13:49
Looking very nice lazerus, btw what do you use to make the normal map?

lazerus
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Posted: 25th Mar 2010 18:18 Edited at: 25th Mar 2010 18:58
Done and done.

Sorry folks, animations are side benched I have some changes needed to be done to my It unit for me to pass all sections, a few hiccups so im leaving it as a walk cycle. Yeah, Yeah i said id do them all but that life, When you think you ontop of things, the mist clears and thiers another mountain waiting.

So im entering my final one now, so i dont forget again like last time lol.

Edit;

I did play around with the hands alot in this, but eventually balanced it as they are now, Check the updated texture in the Final entry thread.

-Con

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