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3 Dimensional Chat / Ultimate_H's Models

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Ultimate_H
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Posted: 2nd May 2010 00:41
Seeing as I'm working on a "small" RPG game, and planning on making all of the media for it, I decided to make a thread showing the models, specifically for C&C so that I can create the best for it.

Right now, the artistic style I'm working with is simplified, but am going to try out different styles and see which I like best for the game.

Gonna start off with the player model, he's not rigged yet, but I'm pretty happy with the mesh, not sure about the texture.

3 quarter-


Back -


Face -


3 quarter (toon) -


What do you guys think? I don't want to move onto rigging until I'm happy with the texture/mesh.

Much appreciated
-H

mike5424
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Posted: 2nd May 2010 00:47
The model is good all round appart from the nose, It just doesn't look like a nose

Can you post a wireframe please?

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Ultimate_H
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Posted: 2nd May 2010 00:50 Edited at: 2nd May 2010 01:18
Sure thing, And I totally agree about the nose, I just have no idea how to make it look like a nose. mayhap, I should add a couple verts around the nose area, cause as you can see below, its kinda low poly on the face.



[edit]
decided to try something different with the nose, tell me what you think:

[/edit]

Thanks
-H

PS: if it is too hard to see with the wire colored, i can change it to b/w.

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mike5424
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Posted: 2nd May 2010 01:25 Edited at: 2nd May 2010 01:26
The wire looks great! Barely any un-nececery loops
I would say re-make the head. Keep in mind the topology, With good topology a nose is naturally there

EDIT: The second pic's nose is a bit to sharp. And the side part is way to small

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Link102
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Posted: 2nd May 2010 02:06
the face reminds me of the xbox avatar.
if you shrink the uv's for the normal (single colored) skin faces, you'll have more room for the eyes, thus sharpening them.

Ultimate_H
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Posted: 2nd May 2010 02:53
Well, here's try two at the head:

-closeup


-wire


@link - I'm not too worried about making the eyes sharper for this specific model, since the camera will typically be above the character, and not showing too much detail, but I will definitely keep that in mind for future models.

Thanks
-H

Quik
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Posted: 2nd May 2010 04:08
nose is looking a lot better


[Q]uik, Quiker than most
Hassan
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Posted: 2nd May 2010 15:22
the mesh looks great indeed, dont get me wrong, but honestly, the texture looks too..cartoonish? you shouldn't use the same color to fill big areas, that makes it looks too cartoony, you can brighten / darken some areas, that would make it look alot better

wrapscallion
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Posted: 3rd May 2010 01:23
i think he's going for a more isometric view, so the face of this guy ain't gonna be seen as much.....show it from a 3/4 upper view?
Ultimate_H
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Posted: 3rd May 2010 01:34
yeah, the camera is mostly going to be above the character, one reason I'm not too worried about the details, as well as I'm still trying to decide if I want to go with details or toon style, or both.

here's probably the closest I'm going to let the camera get in gameplay-


I don't know why, but i really like the way it looks with a toon shader-


what do you guys think?
-H

Azunaki
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Posted: 3rd May 2010 04:11
could you add a seam to the texture around the chain mail and the shirt. on the sides of the stomach area. that's really the only part i dislike about it, and its bugging me.

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Kira Vakaan
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Posted: 3rd May 2010 04:17
Yes, maybe a better defined edge between the two materials. Also, the UVs on the chainmaille in front are a little bit inconsistent. It's a pretty minor detail, but chainmaille is very regular. Looking good

Ultimate_H
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Posted: 3rd May 2010 04:22 Edited at: 3rd May 2010 04:29
You asked for it, and here it is.

If there's nothing else, I think I'm going to start rigging tonight.



Much appreciated
-H

PS: the strange look in the chainmail(at the neck) is from the texture itself actually, because i drew it by hand, the links are not all the same size, and kinda grew by the time i got to the bottom.

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Kira Vakaan
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Posted: 3rd May 2010 04:39
Ah, gotcha. I like the seam much better. This looking good! I'm also a fan of the toon shading.

Ultimate_H
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Posted: 4th May 2010 21:41 Edited at: 4th May 2010 21:41
Well, I'm taking a small break from this character while I work on a gargoyle for the comp. have the mesh all worked out, and baked a normal map from a subsurfaced version. I think I'm going to make him have a toon look.

What do you guys think?



I'm planning on rigging him, and posing of course.

-H

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Ultimate_H
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Posted: 6th May 2010 09:39 Edited at: 6th May 2010 09:40
sorry for the double post, but I've made a lot of progress on the gargoyle. got him textured, set up a scene, and gave him a pose.

Decided to dabble into the node editor in blender, and got a pretty decent effect I think. What I'm trying for is a "hand painted" look in the final product.



What do you guys think? have I achieved such an effect? does it look like rubbish? Is it almost there, but missing a little something?

-H

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JLMoondog
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Posted: 6th May 2010 15:49
Looks good. My only crit is to go with a more classic pose, unless you want him to look like he has attitude.

Also the lighting is a bit dark, I'd suggest using a brighter back light, then raise the ambient a bit, give it a grey color.

You have time, so I think you should create a proper cathedral like structure for him to sit on. Would really enhance the picture.

Looks like I have some competition, will have to work harder on my entry.


mike5424
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Posted: 6th May 2010 20:47
Give him a baseball cap (On backwards) And a stereo, You could say he's a rapper

Nice work! But as josh said, Give him a more classic pose (That's where my previouse comment came from )

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JLMoondog
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Posted: 6th May 2010 21:15 Edited at: 6th May 2010 21:16
Hey actually reminds me of Brook from Disney's Gargoyles series, one of my favorite cartoons growing up.


So the backwards hat and stereo would make a lot of sense, lol.


Ultimate_H
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Posted: 7th May 2010 04:46 Edited at: 7th May 2010 04:47
well, I did my best to emulate a spire off of a cathedral, might make some clouds for the plain looking background. I tried to give him a more classic looking pose, but alas, I couldn't bring myself to give him a hat and stereo. also, I turned up the front lighting a little so you can see him better.



Thanks for the comments so far
-H

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JLMoondog
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Posted: 7th May 2010 06:45
Looks a lot better! I like the painting look as well. I think next you need to add some background and foreground smoke. Also some stars would be a nice touch, maybe a 'dark blue' sky. I know that isn't technically correct, but this is fantasy. With the lighter color for the sky, you could then add pure black silhouettes of buildings in the background, give it some more depth. Last, roll the camera slightly in one direction for some dramatization.

Hope this helps.


Ultimate_H
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Posted: 7th May 2010 19:38
@ josh: Thanks a ton for all the advice.

I added most of what you asked for (save for the camera roll, since it was already rolled slightly to the side, and I like it where it is). the only think I'm not sure about is the smoke, so I rendered twice; one with smoke, and one without. I decided to go with a hand painted backdrop (the sky), put it together in about 20-30 min, and am pretty happy with it.

so, which do you think is better? Smoke, or no smoke?
-H

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Kira Vakaan
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Posted: 7th May 2010 20:01
I think it's looking good!

I would go with the smoke, but I'd tone it down a little. It feels like a bit too much.

On another note, did you intend for that light edge around the entire scene? If not, you should select the ConvertPremul option on the AlphaOver node. That should take care of it.

JLMoondog
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Posted: 7th May 2010 21:12
Wow, loads better! I think you could keep the smoke, but definitely tone it downe, so that it's just a subtle amount near the bottom right corner of the picture. This way the viewers eye travels from the moon, to the gargoyle and down to the smoke, taking in the entire image.


Ultimate_H
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Posted: 7th May 2010 21:20 Edited at: 7th May 2010 21:21
so something like this?



Quote: "did you intend for that light edge around the entire scene?"


yes, I did. Personally I think it adds to the overall effect.

on a side note: would anyone be interested in a janitor pack? I decided to work on my modeling by making the stuff I work with every week, and was wondering if it may be of some use here. haven't looked to see if someone else has already done a janitor pack, but haven't seen one as of late.

many thanks
-H

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David Gervais
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Posted: 8th May 2010 14:41
Ultimate_H, I think scene props are always a good thing to make. the props are often what bring a scene to life. If it weren't for props how would you know a regular closet from a janitor's closet? it's the props that tell the story. The Props set up the scene. Props are a 3D Modeler's stock and trade. Props props props and more props! that should be every modeler's moto.

LOL, ok, I dropped a marble. But it's always a good idea to make props.

Cheers!

Ultimate_H
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Posted: 9th May 2010 00:35 Edited at: 9th May 2010 00:35
@ David

so, I've got the pieces I'm going to have in this set built, next will be texturing, and then rigging a couple, since they need some flexability/handle movement.



Might include a toon janitor character as well, his name is ted.


what do you think?
-H

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Ultimate_H
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Posted: 11th May 2010 09:45
Sorry for the double post

But, I wanted to show you guys what I've got done so far, which is just the texture for the cart.



Stats for the cart:
Tri's - 958
Texture res - 1024x1024

How's it lookin?
-H

Quik
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Posted: 11th May 2010 11:00
looking good=) needs much more detail tho, considering text size is 1024x1024 u could press a lot more detail into it =P


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Ultimate_H
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Posted: 12th May 2010 22:56 Edited at: 12th May 2010 22:57
small update: had to remap the UV's on the cart, since I rushed it the first time, and got some nasty stretching. This also means that I had to restart the texture from scratch, so I went back a couple steps. Thankfully, though, I have made progress again, and have something to show.

Right now, All I have worked up is the plastic parts, so that's all I'm looking for input on. I am still working on getting more detail in, as I figure out where to put details.

Anyways, here's a pic for you to look at:



C&C appreciated as always.
-H

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zeroSlave
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Posted: 12th May 2010 23:13
That looks really nice! I especially like the ring stains on the cart. I'm not an extreme fan of the dark blue around the edges of the plane inside of the... front bucket holding part(?) I think it would look nicer if it faded in more subtly. Right now it kind of looks like that part of the plastic is wet... which now that I think of it... maybe it is!

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.
Asteric
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Posted: 12th May 2010 23:27 Edited at: 12th May 2010 23:27
That edge highlighting/wear makes it look like metal, with plastic you dont usually have any of that sort of damage.

Ultimate_H
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Posted: 12th May 2010 23:45 Edited at: 13th May 2010 07:46
This any better?



plus, I've started work on the bag, if you didn't notice.

Quote: "with plastic you dont usually have any of that sort of damage"


are you talking about flat plastic? because the texture is supposed to look like that fibrous plastic (the stuff that likes to peel off in strands). I don't know if it is plastic, but that's always what I thought of it like.

thanks for the advice
-H

Update
So, I've gotten the other parts of the texture (at least to my eyes) completed, and want to see what you guys think:



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Ultimate_H
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Posted: 14th May 2010 19:56 Edited at: 14th May 2010 19:57
Uptade Time!

I've done up the textures for the mop bucket and mop wringer (they are separate objects) and want to know what you guys think.



Stats:

Mop Bucket:
Tri's: 812
Tex: 512x512

Mop Wringer:
Tri's: 522
Tex: 512x512

combined Tri's: 1334

Much apprec.
-H

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zeroSlave
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Posted: 14th May 2010 20:23
Hey! I think they look great! Very nice models and good clean textures!

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.
Ultimate_H
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Posted: 16th May 2010 21:46 Edited at: 16th May 2010 21:46
I have been making good progress (when I got the opportunities) and have two more textures completed: The dust mop and the damp mop.



model stats:

Dust Mop:
tri's: 168
tex: 256x256

Damp Mop:
tri's: 188
tex: 512x512

C&C desired, as usual.

thanks
-H

PS: if I were to sell this as a pack, about how much would be a decent price? ( I still have a couple buckets, a couple spray bottles and a paper towel roll to texture, and each model with "flexible" parts will have a rig to allow movement)

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darimc
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Posted: 17th May 2010 13:57
$5-$8 maybe?

Kira Vakaan
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Posted: 17th May 2010 21:27
Nah, you've put a lot of work into this. I'd go higher.

Ultimate_H
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Posted: 17th May 2010 21:33 Edited at: 17th May 2010 21:34
My thoughts were somewhere between 10 and 20 USD. Perhaps something like what dexsoft does where the first week is rebated, and then after that its the full price.

I'm looking to see a reasonable price, since i dont know how many people would actually need something like this for their projects.

Oh, and btw: I've finished all of the textures



(you cant see it in the pic, but the spray bottles say kleen and shiney on them).

I've got the models all done up, i just have one final question, what are the typical formats i should release them in? .X, .3ds, etc?

much apprec.
-H

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Kira Vakaan
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Posted: 17th May 2010 21:53
I would release them in everything you can convert them to. Well, not really, but offering a wide range of file formats is important, as one of the major concerns of customers is compatibility (although, if it's for FPSC, that's pretty uniform. You could get away with .x)

The major formats include:
- .x
- .3ds
- .lwo
- .fbx
- .obj
- .dxf
- .dae

I'd also include the project file, but that's something you can think about.

darimc
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Posted: 17th May 2010 22:39
I apologize, I thought the only models included were the mop bucket, two mops and the cart. All the models in total, I would go for about $10-$12 USD. And offering a lot of formats is good. You could go higher to about $15-$18 if you add some alternate textures for the items.

Quik
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Posted: 18th May 2010 09:58
10-20$ sounds a tad to expensive in my opinion, i had say 8 or so.

good looking models tho!


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Ultimate_H
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Posted: 10th Jun 2010 05:44 Edited at: 10th Jun 2010 05:45
Phew, this thread is still open, meaning I can use it to post my WIP for the competition.

Just finished the concept for him tonight, and decided he would be named Elementus (for obvious reasons).



He was originally inspired by a nasty storm that hit my place a little bit ago, and grew into a 1v1 fighter type end-boss look.

My plan is to create a low poly and bake a high poly, perhaps even rig, so that he's usable in games.

Tell me what you guys think
-H

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