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3 Dimensional Chat / W.I.P - Batman - The Animated Series

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RisTar_sn
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Posted: 16th Feb 2005 16:07
Here is what i got so far , what do u guys think ??

Vai mamar na pila
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Posted: 16th Feb 2005 16:47
Very nice, can u show up a close up on the head in a different angle, remember batmans head is really square chin, and its the part of teh body that gives him character , nice work , looks good !

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RisTar_sn
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Posted: 16th Feb 2005 19:02
yea i know , i even think that my chin is too square ...
anyway there are still lot of twicking and modeling to do
the hands , the belt ....
and i will post more pics , including close up when i have another progress to show ...
anyway i think that these model has a pretty good polycount dont u think ?
Gir
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Posted: 16th Feb 2005 19:20 Edited at: 16th Feb 2005 19:21
His fore arms look a bit big, i know its supposed to be a stylized character, but might make it look a bit strange when animated, also might want to give him more polys around the hips and shoulders, again for animation purposes. Just a thought

Otherwise coming along nicely

Pete

I'm makin' a cake...
TEH_CODERER
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Posted: 16th Feb 2005 20:01
Beautiful especially at 662 polys!

[url]andrewneale2004@yahoo.com[/url]
http://www.freewebs.com/elbsoftware/index.htm
Gir
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Posted: 16th Feb 2005 22:52
Its actually 1274, faces really dont mean much as they are converted to triangles.

I'm makin' a cake...
Vai mamar na pila
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Posted: 17th Feb 2005 02:00
well, i think u could win a lot of polys on his boots, u could "merge" teh boot top with the leg, sicne the leg already follos the boot control, so that the rest would be done wit htexture, also his feet u could make them really low poly, say 10 polys or something alike, since they are sharp and triangulated, besides from that, u could take also a lot of polys on his head and squarize teh chin even more, althoug this is just my opinion, doenst mean u have to follow it, but if u have time try it out and compare teh results, just a though thow, keep up.

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TEH_CODERER
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Posted: 17th Feb 2005 05:49
Oops. I thought faces=polys.

[url]andrewneale2004@yahoo.com[/url]
http://www.freewebs.com/elbsoftware/index.htm
RisTar_sn
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Posted: 17th Feb 2005 06:13
mustrix >> i will merge some verts in the leg to reduce the polycount but first i need to model the hand and the belt
im having a lil problem modeling the belt but when ill finish those
and twick the face a little bit ill start twiking the polys
and use ur tips ,,,
Vai mamar na pila
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Posted: 17th Feb 2005 09:55
cant wait to see next update, its looking really good, hope u solve the problems with the belt, u could make it only with texture thow, or you could just extrude some polys on the waits to make the pockets, i think that would work, cheers

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RisTar_sn
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Posted: 17th Feb 2005 15:15
The extrude is is not the way ....
he got lots of pockets and not enough poly to extrude from ..
so then i will be needed to add more polys at the body
my idea was just to create the pockets (simple cubes) and then just put them in the right place . not attaching them to the original mesh or something ,,
what do u think mustrix ?
Vai mamar na pila
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Posted: 17th Feb 2005 15:33
hmmm, well if it was for a playstation engine it myght not be a good ideia, i once read an article at cgtalk about open meshes, open meshes are meshes that dont have a contiguos model net, they where discussing if it was worth it to spare soem more polys and make the mseh contigous or not, personally i think the cube ideia is better then slicing more the model, if he indeed has more pokets i would go for that one, place some cubes and just delet the backfaces, im pretty shure thats better for darkbasic engine, go haed , keep up the excelent work

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Vai mamar na pila
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Posted: 17th Feb 2005 15:37
between, if u wanna know what i would weld at the current stage that would low your poly count on about 100/150 polys:



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RisTar_sn
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Posted: 17th Feb 2005 20:28
i went for an realllly low poly hand
do u think that this is enough ?

Gir
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Posted: 18th Feb 2005 00:27
Depends, looks fine, but is he gonna need to hold things. Mittens might be better, but its all about what you want your model to do really.

Pete

I'm makin' a cake...
RisTar_sn
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Posted: 18th Feb 2005 01:28
ive deleted the hands in the seconed time .
this time im gonna start modeling the hand as a diffrent
model like the starter , and im going for something like 450-500 tris for the hand . cause i really want better result on those
Snaz
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Posted: 18th Feb 2005 02:20
RisTar, drop me a mail...i want to talk to you

Gir
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Posted: 18th Feb 2005 12:51
450-500 for teh hands alone?! i really dont think you need that many, even for high quality hands. And that is for both, say 250 each, really there is no need, they are not gonna be that noticable.

Talkin bout low poly, i dont know what they are now but that is really too much. I'd say 250 is almost cut-scene quality(if you can be arsed to render out a cut scene) really you could get away(easily) with 20-40 per hand, and have a good hand never mind 500!

Just my thoughts

Pete

I'm makin' a cake...
Supremacy
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Posted: 18th Feb 2005 20:40
same here, thats to much poly.

Cian Rice
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Posted: 19th Feb 2005 05:05
Great model Ristar!

And I see Mustrix that you're using your old account.

Have a heart and join my message board.And now my messageboards work again!Woot!
Indian Homie G
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Posted: 19th Feb 2005 15:50
Was this box-modeled, or cylinder-modeled, and did you use any subdivision?

Thanks!

AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD
RisTar_sn
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Posted: 20th Feb 2005 03:57
ive started with a box for the feet and up the leg
i used cylinder for the torso , and ive extruded the arms from it
no subdivision ... usually i use box modeling for all of the characters with no cylinders . but same way i could go for cylinders only and get the same result , the reason i used box modeling for this 1 is because i dont like to extrude feets from the cylinder , so the best way to model the feets is with a box
so i just go up till the torso ...
about the hand , i dont know what to do yet . but i got myself poly limit of 2200 - 2500tris for this 1 ...
Indian Homie G
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Posted: 20th Feb 2005 12:05
so did you weld the torso part (cylinder) to the leg (box)?

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RisTar_sn
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Posted: 20th Feb 2005 21:51
yup , after adjusting the verts into the right position , cut faces and add new ones , i weld the leg(box) , to the torso (cylinder)
RisTar_sn
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Posted: 21st Feb 2005 00:25
here is the hand , not final still need some twicking .
i just twicked my hand starter and got this
300tris .... i told u its gonna be usefull
i know it is for me , i hope it will be the same for u guys
RisTar_sn
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Posted: 21st Feb 2005 01:24
still need bit twicking but this is how it looks like attached
Vai mamar na pila
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Posted: 21st Feb 2005 02:36
i think the hand doesnt "floews" with the arm, maybe its to small, or the back of the hand to flat, dunno realy without experiment, something just doesnt looks right to me but keep up

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RisTar_sn
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Posted: 21st Feb 2005 04:42
here is a little render . what do u guys think

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RisTar_sn
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Posted: 21st Feb 2005 05:45
the two sides are not weld and the head is not weld to the body yet
cause its still need somework ...
but ill soon post a final render
Vai mamar na pila
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Posted: 21st Feb 2005 07:57
how much polygons in total ?

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RisTar_sn
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Posted: 21st Feb 2005 08:06 Edited at: 21st Feb 2005 20:19
2336Tris
RisTar_sn
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Posted: 21st Feb 2005 08:07
Indian Homie G - if u so intrested on my modeling ,
im thinking of dropping a modeling tutorial in
snaz3d.com so cheack out the forums ...
RisTar_sn
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Posted: 21st Feb 2005 20:19
Wireframe
Gir
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Posted: 21st Feb 2005 22:06
You might wanna change the position of the thumb on the hand. Take a look at your own hand and notice how your thumb moves much more independantly from the rest of the hand

just a pic i found on google to try and explaina bit better


I'm makin' a cake...
RisTar_sn
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Posted: 25th Feb 2005 01:07
I did a quick render with colors and fast rig just to see
how my model is gonna look after uvmap and texturing
and how exactly i should rig it . anyway this is the result , what do u think guys ?? ,,,

Baggers
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Posted: 25th Feb 2005 01:11
VERY nice !...just needs a quality texture and he'll be amazing...he actualy looks very cartoonish in style which is brilliant, the first pics actualy reminded me of 'the incredibles'.
Tapewormz
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Posted: 25th Feb 2005 10:33
Well, if you've seen the animated show...There's not too much more detail other than what he's already applied.

How are you going to do the cape? Cloth physics or something?

RisTar_sn
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Posted: 25th Feb 2005 23:22
when ill finish it im gonna make it free to download with uvmap
and u could do it urself Coder_David
Vues3d on Kalimee
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Posted: 2nd Mar 2005 15:44
EXCELLENT!

Guido
http://www.vues3d.com

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