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3 Dimensional Chat / *Pimping* My high poly model

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TigerZ
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Joined: 12th Oct 2002
Location: Canada
Posted: 25th Dec 2003 03:30 Edited at: 25th Dec 2003 03:31
Ok I pretty much finished what I needed to model, the rest are gonna be from the Bump map that ill be painting to show veines, muscle strips, ect...

these are the steps took to create it, it might be useful for some people wondering how I model my characters

Step 0

Step 1

Step 2

Step 3

Step 4

Step 5


any comments are welcomed before I start rigging and skinning
MikeS
Retired Moderator
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Posted: 25th Dec 2003 03:36
Nice TigerZ. It's too good for me to start looking for any flaws right away.

Just a little curious on polycounts.
1.) What's the polycount on step 4?
2.) What's the polycount on step 5?
Also interested if this is for a game,tech demo or what-not.

I'm ready for the rig and skin!



A book? I hate book. Book is stupid.
TigerZ
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Posted: 25th Dec 2003 03:40
its 6.6k tris on step 4
its 23k tris on step 5

This is a homework, I had to create a high poly character, Ill be using it for a game we're doing at school also, Ill be using the high poly character to generate the normal mapping, Ill be re-modeling a low poly character for the game, around 2k that one.
MikeS
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Posted: 25th Dec 2003 03:44
Very nice.



A book? I hate book. Book is stupid.
Brent_Seraphim
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Posted: 25th Dec 2003 04:42
Work like this puts me in the mood.

"Laugh to scorn the power of man..."
james1980
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Posted: 25th Dec 2003 05:01
very nice.
I model in parts like that too good way to keep things going smooth.
hey tigerZ do find high poly easyer than low poly? i do.
wait till you work on nurbs unless you already did because they have to many rules and take more thinking before you start.
good luck.

p.s. that thing would kick "A" if it had a tail.

Nintendo will rule again.
soon very soon.
TigerZ
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Posted: 25th Dec 2003 05:06
thx

I have worked on NURBS before, and I hated it, Its too easy to lose control, and the polycount goes up like crazy very fast. Thats why I prefer editable poly with meshsmooth.

I was gonna put a tail on it as seen on the concept, but I felt it wasnt gonna put that much better value to the design.
Disco Stu
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Location: Australia
Posted: 25th Dec 2003 11:10
Awesome!
Would love to see it texture
Cheers,
Sina

"Maybe if you ain't so good, I ain't so bad."--Tony Manero to Stephanie (Karen Lynn Gorney)
Slayer
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Posted: 26th Dec 2003 22:09
Are you doing this in 3ds max? If not what are you using?

I dont know how to spell
TigerZ
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Posted: 27th Dec 2003 03:56
yep, its all in max
ESC_
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Posted: 27th Dec 2003 05:30
Looks good!
What school are you attending, btw?

''For nonconformity, the world whips you with its displeasure''---Ralph Waldo Emerson
TigerZ
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Posted: 27th Dec 2003 06:17
the NAD center at Montreal, Canada
TigerZ
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Posted: 3rd Jan 2004 03:22
Small update on my High poly, I pretty much finished it, he's a mutant so he's got lots of oddities on him

After finishing rigging:


After small adjustsments


After Texture and tada.. erm.. anyawyz, Im sick of this model now, probably not gonna touch it anymore.
DrakeX
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Posted: 3rd Jan 2004 03:39
wow that is truely commercial quality dude

the concept sketch reminds me a bit of covenant elites from halo. the proportions and all.

but i have one major question, which is the problem i have with every model of characters i try to make..

HOW THE HELL DO YOU GET FROM STEP 2 TO STEP 3?!

i always end up with all sorts of nasty triangles and totally crap-looking joints when i try to join parts of the body together.. and yet you do it flawlessly. HOW

athlon xp 2000+ | radeon 9500 pro 128mb | 512MB crucial DDR | winXP pro | DBP P5.1b | B3D 1.85 | VC++ 6
TigerZ
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Posted: 3rd Jan 2004 04:04
er... you weld..

depending on the software you use, but in Max, you just weld vertices, it helps alot if the number of triangle matches.
Slayer
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Posted: 3rd Jan 2004 04:23 Edited at: 3rd Jan 2004 04:24
This looks great!
Do you use bump maping?

I dont know how to spell
TigerZ
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Posted: 3rd Jan 2004 04:28
nope, no bump map at all
Slayer
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Posted: 3rd Jan 2004 05:24
Man It looks like it dose!
How many howers did it take in all to make?
Those textures are just so good. You paint them yourself?

I dont know how to spell
james1980
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Posted: 3rd Jan 2004 05:26
he looks like he stinks

like the texture.
DrakeX
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Posted: 3rd Jan 2004 05:26 Edited at: 3rd Jan 2004 06:53
"it helps alot if the number of triangle matches"

2 things:

i can't afford max. being 16 puts some limitations on what you can buy. i use milkshape.

secondly -- what happens if the number of triangles don't match up nicely? what if you've got an 8-sided arm and a 6-sided hole for it? that's always the problem -- i end up creating extra triangles to mush it in there and it ends up looking like crap.

thirdly -- i just tried wht you said in Silo, and i think i have to buy Silo hehe. it's so much easier in silo.

i also had an epiphany. it seems that quads make for a much cleaner mesh, especially when subdividing. this explains why i was always ending up with messy meshes.. triangles are not the way to go for character modeling.

now all i have to do is learn to model, hehe.

athlon xp 2000+ | radeon 9500 pro 128mb | 512MB crucial DDR | winXP pro | DBP P5.1b | B3D 1.85 | VC++ 6
TigerZ
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Posted: 3rd Jan 2004 05:39
thx
took lots of time, modelling was the longest as well as the rigging, the unwraping and texturing was very ez

I painted the texture with a wacom, and photoshop 7.

when the triangles dont match up, ull need to think over and decide which triangles are gonna be welded together 'not nicely', once you've done that, you re triangulate them to make them better using 'turn triangle' or something similar.

or if you use Editable poly or something like that, you just cut additional faces to match the number of vertices.
demons breath
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Location: Surrey, UK
Posted: 3rd Jan 2004 13:19
Quote: "Ill be using it for a game we're doing at school "

You lucky sod; all I do in school is bloody excel again and again!

Am I the only one here who's really confused?
TigerZ
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Posted: 3rd Jan 2004 18:04
ehhe, it did cost me an arm to study there though :/
im up to my neck with debt
you can check out my school at:
http://www.nad.qc.ca/

I dont think they updated theyr gallery...
Northern Fist
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Posted: 3rd Jan 2004 20:26
Holy Moly, another whopping quality model by TigerZ. Kudos to you even though it's high poly.

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
Shadow Robert
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Location: Hertfordshire, England
Posted: 3rd Jan 2004 21:31
i'm not sure about the displaced skin Tiger... but it's certainly good

i think what would be good to do is go over the parts you've nurbed, just use the control mesh to edit the shapes a bit; perhaps go back to a previous version where it was 7k tris and edit the smooth groups so that stuff like the toenails are a self group and such.

that way it'll make them look less like they're part of the body and more nail like. you could also then assign a material just them.
perhaps pull out the end and make it a little rough as most beasties won't have immaculate nails.
(unless he happens to get a manicure often hehee)

aside from a few niggles like that it looks good


Detonating a nuclear device within the city limits results in a $500 fine!
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TigerZ
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Posted: 3rd Jan 2004 22:15
er.r... they are seperate smoothing group and seperate material.

perhaps the dirt between the nail and the skin makes it look like if it was part of the body or something.

thx for the comments
TigerZ
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Posted: 9th Jan 2004 02:45
http://www.geocities.com/cgi008/Snake_Man_Final.avi

a quick pimp, tralala, and now i give it to my teacher, hopefully get a good grade *gulp*

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