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3 Dimensional Chat / My Main Character. (He's not a human)

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Xenocythe
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Joined: 26th May 2005
Location: You Essay.
Posted: 15th Oct 2005 04:04
Yeah he aint human, hes a Weaponge ( What a funny name to come up with from a mispelling of Weapon )
Its a WIP.
Anyways, He is some Futuristic Creature and his joints are black spheres and they aren't really attatched to his body (Purposely to be creative)
Here he is:
http://www.solisearch.net/ims/pic.php?u=191602SZkT&i=230886

What do ya think so far? I think he just needs some decent face properties. And probobly a face texture...

ANY Comments welcome.
Raven
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Location: Hertfordshire, England
Posted: 15th Oct 2005 04:49
i'm pretty sure the comments i have wouldn't be welcome... what I'd suggest is taking a look at Jhonen Vasquez work.

He has' that warped furturistic look about everything, which I think would really be best for this. This said it would still take time to get it looking right, but that said you could easily make his stuff with basic shapes.

Xenocythe
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Posted: 15th Oct 2005 17:41
Ok, I took a look at his work, but my character is perfectly along the likes of what I wanted him to turn out to look like...

Any other comments and suggestions? C'mon, I really need some comments! This is my Main Character...
Manic
22
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Location: Completely off my face...
Posted: 15th Oct 2005 18:11
well, what do you want us to say? you've just told us that you think its perfect, and it doesn't seem like you want to change anything.


but since i'm here, you've got some weird smoothing issues on the arms, particularly the far one. The fingers have no joints. the toes represent unnecessary detail in my eyes. The hair's really quite... odd. It needs to be unwrapped and textured too.

oh, and is that all properly put into a heirarchy?

Manic

I don't have a sig, live with it.
Xenocythe
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Posted: 15th Oct 2005 19:11
Nope, no hierarchy. I wanted that hair like that, the fingers- I guess they need another set of joints. I am just trying to keep it as low-poly as possible.

Thanks for the comments Manic, what I meant by perfect I meant by style... color... etc. But it's not complete on body shape.
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 15th Oct 2005 19:29
sooo lemme get this straight, you want us to comment on it, and every comment for improval is rejected and giving an excuse of oh I want it to look like that. So if its how you wanted it, why ask for comments, unless you mean 'Dude I love it' sort of comments, then they come voluntary.

And well I think he could improve still, so I would follow the directions given...

Its like me make a woman and some one says'

Her nose is too pointy

But I want it to be.

Her eyes are too big

But I want them to be

Her torso it too square

I want a low poly count

The name is back dudes!
http://seppukuarts.afraid.org
Xenocythe
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Posted: 15th Oct 2005 20:23
What I'm saying is Joints aren't the issue right now...
Quote: "
Her nose is too pointy
Her eyes are too big
Her torso it too square
"


THAT is what I want to know... I want to know about the Body shape.
JimB
22
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Location: UK
Posted: 15th Oct 2005 21:00
By the look of it you're making a bot,I would avoid using sphere primitives especially geospheres instead I would use cylinders.
Having individual fingers and toes is not necessary(IMO would look better without),also I would make the lower legs bigger perhaps even a little bigger than the upper legs.
Xenocythe
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Posted: 15th Oct 2005 21:19
Hmm. Ok, Thanks.

But what If I want the seperate fingers to bend and different times?
JimB
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Posted: 15th Oct 2005 21:21
Quote: "But what If I want the seperate fingers to bend and different times? "


Then I suppose you'd better leave them in if they are going to be required in your game.
Xenocythe
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Posted: 15th Oct 2005 21:43
Alright, cool. The only sad part is that its 2500 polys
JimB
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Posted: 15th Oct 2005 22:02
Try replacing the spheres with cylinders and see what the poly count comes to.
Xenocythe
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Posted: 15th Oct 2005 22:27 Edited at: 15th Oct 2005 22:27
Actually, the cylinders somehow manage to have a lot more ploys then the spheres...
JimB
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Posted: 15th Oct 2005 22:33
How many segments in your cylinders?,should be no more than six with a height of one IMO.
Xenocythe
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Posted: 15th Oct 2005 23:08
Well I can reduce the segments to that, but the spheres have segments of like 4 by 4...
JimB
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Posted: 15th Oct 2005 23:22 Edited at: 15th Oct 2005 23:24
I thought they might have been more,oh well.

Quote: "The only sad part is that its 2500 polys "


Goodness knows where all those polys are then.
Xenocythe
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Posted: 15th Oct 2005 23:43
Haha, they are from the head and the arms (arms=cylinders)
Mucky Muck Ninja
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Posted: 15th Oct 2005 23:48
Why don't you post some wires?

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
JimB
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Posted: 15th Oct 2005 23:54
Quote: "Haha, they are from the head and the arms (arms=cylinders) "


How many height sections in your cylinders?

Quote: "Why don't you post some wires?
"


Good idea
Xenocythe
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Posted: 15th Oct 2005 23:57
K, will do...
Xenocythe
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Posted: 15th Oct 2005 23:59 Edited at: 16th Oct 2005 00:01
WireFrame - http://www.solisearch.net/ims/pic.php?u=191602SZkT&i=231173

EDIT: Aren't the feet ridiculous?

EDIT2: LOL, I forgot, this is before I put it through the polygon reducer, its like 3500 polys!
JimB
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Posted: 16th Oct 2005 00:49 Edited at: 16th Oct 2005 00:50
Well if I were you I'd look at a few lowpoly tutorials such as this one http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=341&mode=thread&order=0&thold=0

Regarding your model well its wasting most of that high poly count,I would'nt like to sort that one out
BenDstraw
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Posted: 16th Oct 2005 01:30
if it doesnt look high poly then it shouldnt be high poly. For this model it definatley need to be alot lower. what software are you using. cause in max you could reduce the segments of sphere to where it was almost a cone. surley most softwares can lower segments.

"Save the whales harpon a fat chick"
Mucky Muck Ninja
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Posted: 16th Oct 2005 04:30
whoa, thats a lot of unneeded polies. I hope the reducer took out most of those. Look at it this way, if an area is flat, then it should only be 1 or 2 polies. You have a bunch of flat spaces where you have over 10 polies, which is scary. I would actually reccommend a complete remake of the model, it shouldnt be too difficult. This time make sure that you only add polies where you have to change the angle of the face. Also, in the wire there appear to be spheres for eyes, while there are no eyes in the solid. Did you delete them later on? Post a wire of it as it is now so we can see what the poly reducer did. Also, for a game you will want triangular polies, quads are for hi-poly and movies. Keep up the work!

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org

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