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3 Dimensional Chat / Samurai Character (need texture)

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Oddmind
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 18th Oct 2005 00:46
Hey, just got finished with my samurai model for a game im making. Pics below. Btw his arms are supposed to be that for ease of UV mapping and Assigning verts to bones. Tell me what you think.





Xenocythe
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Joined: 26th May 2005
Location: You Essay.
Posted: 18th Oct 2005 00:56
Good -
Wow, pretty good! It would look great with a decent texture!

Bad -

He doesn't seem to have any shoulders pal...

What did you use to make him?
Oddmind
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Location: Atlanta, Georgia
Posted: 18th Oct 2005 02:22
I used Milkshape 3d to make him.

Shoulders are there geometrically, just rotated for easier texturing/UV mapping ect. Ill fix them real quick and take a shot.
Krimzon DestinE
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Posted: 18th Oct 2005 04:48
@K razyJimmy

you're pretty good!!! did you undergo any training for this or is it all self-taught?
Zergei
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Posted: 18th Oct 2005 05:49
Hey, before texturing him, try animating, why?, well, you might find a problem or so with it's geometry when animating. I had problems of my own at it, and had to re-unwrap and texture my char after I edited the poly to have a more descent animation...
Oddmind
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 18th Oct 2005 14:24
Ahh, thank you all. No this is all self taught and some from tutorials... I maybe should aimate him a little first but not so much for usage in game because they wont survive the unwrapping. so ill do that when i get home from school and ill post a UV and see if i cant get someone to texture him.
Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 18th Oct 2005 18:46
Quote: "you're pretty good!!! did you undergo any training for this or is it all self-taught?"


I would say self taught, theres no training in Milkshape, plus if he had training, I would think the quality would be better. Tis a good model.

Nice and low poly, but whats with the geometry, doesn't seem to run smoothly as it could together.

The name is back dudes!
http://seppukuarts.afraid.org
Oddmind
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Location: Atlanta, Georgia
Posted: 18th Oct 2005 23:01
?? i think the geometry is pretty straight foreward...
anyways working on rigging up some joints and tresting out the mesh deformation. be back with a UV Map soon hopefully
Seppuku Arts
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Posted: 19th Oct 2005 00:26
on here
http://i4.photobucket.com/albums/y116/KrazyJimmy/SamSmooth.jpg

each part don't flow into each other properly, look a the torso and sleeves, the geometry there don't flow together so good, it might be solve through mesh smoothing or sumfin

The geometry on the wireframe look alright, its just looks odd in the picture above

The name is back dudes!
http://seppukuarts.afraid.org
Oddmind
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Location: Atlanta, Georgia
Posted: 19th Oct 2005 01:29
oh i see, thats partly the "model cleaner" and just milkshapes shading crap thats always made good models look bad haha. it probably wont look so bad in DBPro or w/e.
also im redoing the lower half due to a joing problem i knew i would have.
Heckno
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 19th Oct 2005 03:56
Hey K razy, you need to re weld some verts on that model. That will clean up the areas like the back and where the arms/shoulders meet the torso...Looks like the head and hair need to be re welded as well (I can see through the model in your picture)

Good Start
Seppuku Arts
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Posted: 19th Oct 2005 18:47
figures, never used Milkshape, so I would know the pros and cons of it, i guess it will disappear in DB

The name is back dudes!
http://seppukuarts.afraid.org
Krimzon DestinE
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Posted: 21st Oct 2005 07:07 Edited at: 21st Oct 2005 07:09
@Seppuku Arts

I meant, are you a 'licensed' 3d animator/artist or are you like me and just like to do it? BTW, I want to go to SCAD when I graduatify. What tutorials did you use because I am currently lookin for some but, I can't find any decent ones I don't have to download. I got dial-up and just can't do it.
BenDstraw
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Posted: 21st Oct 2005 07:09
if he was "licensed" his work would be better.

"Save the whales harpon a fat chick"
Krimzon DestinE
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Posted: 21st Oct 2005 07:49
lol BenDstraw, good way to be blunt and honest.

@Suppuku Arts

Do use the "manual vertex-making then manual face-making technique" when you made this? I am curious because I just bought Milkshape 3D and I used this method. I think it is easy for angular stuff like guns and building, but I am not sure when it comes to character making.
Seppuku Arts
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Posted: 21st Oct 2005 13:45
BenD is right, I'm just a hobbyist, and my work would be better

Some say that box modelling a face is the best way, but I tried the vertex/poly technique and like it, I posted my work at CGTalk and was told to use box modelling because my approach is too slow and box modelling should be quick and easy, which I am learning to do. But you can use that technique on cars, guns etc.

There are various tutorials on the internet, for the vertex/box modelling approach I used the Joan of Arc tutorial, google it, its a pretty famous tutorial, its directed at 3DS max, but isn't tool specific.

As for my box modelling I use a Cinema 4D specific pdf file, so it prolly wouldn't make sense sending it to you. (plus you don't want to download)


So my best bet for vertex faces and box bodies, I'd use the Joan of Arc tutorial, it helped me a lot, just do the tutorial repeatedly, and each time it will look better.

The name is back dudes!
http://seppukuarts.afraid.org
BenDstraw
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Location: Arizona
Posted: 22nd Oct 2005 02:35
http://www.3dtotal.com/

the website doesnt show the direct link so youll have to find it your self but its on this website just go to free stuff -> tutorials -> complete projects

"Save the whales harpon a fat chick"

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