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3 Dimensional Chat / Female WIP

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Sephnroth
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Joined: 10th Oct 2002
Location: United Kingdom
Posted: 2nd Aug 2005 02:19 Edited at: 2nd Aug 2005 02:20
Well as I have a little spare time I decided to try and improve my modeling skills some. I'm working on a basic female model (will have to do a man later) which I intend to use as a template for future models in things like my shisaku project.

I wanted it to be detailed to the extent of instead of just being "body shaped" things like the stomach etc would have their muscle shapes modeled in etc - but still these are intended for use in actual games so the polycount has to be kept low. So far I have been working on the torso (below the chest and down to her bottom), this is my progress so far:

Caution - as she is a template for future models she is completly nude. There is no genitalia (and never will be - just normal skin colouring) and so far I havnt got around to doing her chest, but the Back shot will show her bum. Its not in any way erotic, but im warning you so if your young and your mum walks in or something dont blame me, you have been warned

back:
http://www.melted.com/spectural/storage/Shisaku/fem-back.jpg

front:
http://www.melted.com/spectural/storage/Shisaku/fem-front.jpg

The modeling was all done by hand, vertex by vertex, in milkshape. No primitives, just simply plotting vertices and then drawing faces between them - its my prefered method of modeling as i find it gives the most control and I find it strangly relaxing and thus a good thing to do in my spare time.

I exported the model from milkshape to .3ds to get the renders done in 3dsm6. The texture, although nice (better be, I paid through the teeth to get it ><, is probably mal-aligned as I havnt unwrapped the model and made a proper texture U/V for it - I just whipped it on using the milkshape texturing tool and anyone who has used it know it leaves a little to be desired. The muscle shapes etc in the body are not the texture but actually raised/indented surfaces done by tweaking the vertices.

its only 386 polys C&C welcome, this is my first attempt ever at a human model or organic model of any kind unless you include that manakin I put on here - but that wasnt a human it was based on a wooden artists manakin ^^

Will post more progress as I go.

EDIT -
things like the odd jaggys noticed on the right of the rear shot are caused by floating polygon edges which would later be connected to another part of the body but I havnt modeled it yet

BenDstraw
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Location: Arizona
Posted: 2nd Aug 2005 02:50
really realistic looking so far cant wait to see the whole model.

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 2nd Aug 2005 02:51
bet you can't, I'm sure most guys would like to look at a realistic 3D model of a lady anyway nice start, on the non perverted side, can't wait to see more

BenDstraw
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Posted: 2nd Aug 2005 02:54
I didnt mean in a perverted sense. Ill stick to the real people.

Seppuku Arts
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Posted: 2nd Aug 2005 12:54
I know I know, just had to say something

G Man
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Posted: 2nd Aug 2005 20:12
What's this rendered in? Nice skin texture!

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Sephnroth
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Location: United Kingdom
Posted: 2nd Aug 2005 20:26
Hello, thanks all ^^

The model is made in milkshape and im getting a friend to do the renders for me in 3d studio max 6

Todays progress:

http://www.melted.com/spectural/storage/Shisaku/fem-front2.jpg

I noticed the lump in her lower stomach for the first time just now (how did i miss that?!) so i will fix that later. I'm not showing any renders of her back today because something has gone really odd making her bum cheeks pointy >>; I'll fix that too XD

As usual, C&C welcome and appreciated ^^

BenDstraw
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Posted: 2nd Aug 2005 21:04
doing the Joan of Arc tutorial I found that modelling bums is quite hard.

Seppuku Arts
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Posted: 2nd Aug 2005 21:15
sure is

Quote: " but im warning you so if your young and your mum walks in or something dont blame me, you have been warned
"


and if your dad walks in, you're okay, but he will stand staring for hours

Snipa Masta
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Posted: 2nd Aug 2005 21:44
Could you post a render rotated down a little?
Thanks.
Megaton Cat
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Posted: 2nd Aug 2005 22:06
That's allitle creepy...


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G Man
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Posted: 3rd Aug 2005 01:08
Can we see the texture you're using?

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Sephnroth
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Posted: 3rd Aug 2005 01:30
Quote: "Could you post a render rotated down a little?"


The model rotated down or the camera? I'm not entirely sure what you mean either way ;;

Quote: "That's allitle creepy..."


My model or his request? XD

Quote: "Can we see the texture you're using?"


I dont think its "legal" for me to post just the texture as it is. The texture is an exceptionally high-res photo and is also one of my reference images. Tons of references, including the one i used as a texture, can be found at www.3d.sk - I bought myself a membership there to gain access to it all so I have a license for it, not sure about posting their content elsewhere Recommend the site though - but does contain adult material.

Snipa Masta
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Posted: 3rd Aug 2005 01:33
I mean, rotate the camera downwards
Raven
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Posted: 3rd Aug 2005 01:48
the abs are being pinched, which is clearly visible on the normals.

Seppuku Arts
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Posted: 3rd Aug 2005 02:18
true comment raven, oh and I notice theres a lil bit sticking out above her left hip (on our right)

Manic
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Posted: 3rd Aug 2005 13:59
thats some great texture work there, although, i'm surprised you didn't just model half of it and then mirror it. you're doing things in a very work intensive manner. I prefer box modelling and mirroring myself.

I don't have a sig, live with it.
Sephnroth
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Posted: 3rd Aug 2005 15:15
I am modeling half of it then mirroring it. I model one side of the body and mirror it for the renders - of course not everything on the body can get away with being symetrical so tweaks are required, but i deal with that as I go ^^

Sephnroth
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Posted: 4th Aug 2005 00:55 Edited at: 4th Aug 2005 00:56
Okay, todays update. Got the chest and the rest of the upper torso done. Fixed a few things like I tidied up that hip and the pinching on her abdomin (but imho could do with a bit more work still).

Also ran into some problems.. Found my ingenious model was standing slightly slanted so her middle line starts going off diagonally etc. When you mirror it certainly doesnt line up and on a brief test I just did with trying to manually adjust the polygons to line up her torso seemed way out of scale with her abdomin and legs (could just be because she has no real legs yet >> and she devloped a clevage you could raise a familly of four in --;

Anyway, shot of the progress from milkshape - no render today as I havnt made a version mirrored (for above reasons) to texture and render.

CAUTION: This is my milkshape enviroment and it has the reference images there - i self censored this picture but still its a nude women with some black circles in choice places. Again, its not erotic in anyway (unless you are very odd) but dont look if you shouldnt be for whatever reason.

http://www.melted.com/spectural/storage/Shisaku/fem-wip.jpg

C&C welcome - also any suggestions on how to deal with the slanted problem.

EDIT - its currently 730 polys exactally. 6000 is my top limit for the complete model, 4000 or so is prefable - on target so far

Seppuku Arts
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Posted: 4th Aug 2005 01:17
its looking good dude, nice censorship

BF game programmer
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Posted: 4th Aug 2005 01:22
how did you put an image into kilkshape for a model guide? i havent figured that out yet

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BenDstraw
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Posted: 4th Aug 2005 01:23
You should of been creative and made a girls gone wild censorship now that would be funny. O ya and your model is perfect and its really good poly count. From the picture the mesh looks dense but its only 700 polys thats amazing.

Sephnroth
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Posted: 4th Aug 2005 01:24 Edited at: 4th Aug 2005 01:25
@Seppuku - thanks

@BF - right click the viewport and select "Choose Background Image..." - you can set the image in there as well as its scale and offset

@BenD - sorry you replied just as I did XD Thanks for the comments ^^

Snipa Masta
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Posted: 4th Aug 2005 01:59
Awww, you blocked out the good bits.
BF game programmer
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Posted: 4th Aug 2005 06:35
@ - Sephnroth thanks!

james bond rules and star wars
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AGK Developer
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Posted: 4th Aug 2005 07:30
nice work

Raven
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Posted: 5th Aug 2005 05:06
You know a suggestion I would make would be, don't limit yourself by using Milkshape.

It makes the development task far more difficult.
Maya PLE and XSI|Mod are both free, capable of exporting to Unreal Tournament 2003/4, Half-Life 2 and Doom 3.

Definately worth checking out.
Using the Maya PolyTools or XSI Splines really speeds up development quite a bit.

Softimage|XSI in particular is very awesome at creating detail and such like this with Spline Cages very quickly and easily.

Seppuku Arts
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Posted: 5th Aug 2005 15:43
I downloaded thoae two........never use em though.....my PC hates em

Sephnroth
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Posted: 5th Aug 2005 16:21
Thanks for the suggestions ^^

The problem kind of is that I first started using milkshape as a trial of the reallllllllly old version when i got darkbasic classic (there wasnt even a dbp back then) so i have been using it for years and im just.. well comfortable with it I guess.

I have been to a friends and I went to play with his 3dsm and I couldnt do a damned thing - of course if i did some tutorials and spent a week or so practicing and learning the interface it may be a different story, but buttons everywhere down the left, right, and above the screen - it just felt so bloated and ugly i wasnt sure i even wanted to get to know it. It makes AWESOME renders and im sure its a damned fine modeler, certainly for profressionals. But milkshape is small, concise - never an eyesore. 12 buttons on the right, the rest of the screen dedicated to my view port Im just so used to it~

I must confess though, I have never even laid eyes on maya. PLE is free you say? Possiable to export to .x with it? Whats the renderer like? Im guessing PLE = private learning edition? I will at least check it out. I'm worried about getting into things like maya though because i know there aint a chance in hell of me ever affording the full versions and I do own a milkshape license o.o

Anyway no model update for today as I have been away for a bit ^^ Might get some work done today supposing ragnarok online doesnt keep me too busy XD

Seppuku Arts
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Posted: 5th Aug 2005 17:05
Maya PLE uses a demo of Mental Ray for rendering, same as 3DSmax, itself is cluttered like max with a lotta commands, and all renders are watermarked, I don't know if MayaPLE allows exports, as its made for learning purpose and not commercial, personally I'd say Cinema 4D is a great app it has its tools on the top and left side and your objects on the right with materials and anim tool bar at the bottom, but I think its really easy to learn, but I'd say go for/stick to the app you love best, even if raven says, other apps r better, and well they are but it doesn't mean they're best for your cause, as you said you didn't really like max

ALPHA ZERO PRODUCTIONS
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Posted: 7th Aug 2005 09:28
Tight

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