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3 Dimensional Chat / WiP - Uncle Bob

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Maps
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Posted: 20th Oct 2005 14:47 Edited at: 24th Oct 2005 22:17
Uncle Bob is a recruiter in the Imperial Army.
Since the beginning of the war against the new conglomerat,
the imperium needs more and more cannon fodders.

The high commandement assigned the veteran Captain Bob Nickel to
the task of leading recruitment office, and training new soldiers.

WIP - modelling face of Uncle Bob using splines and surface.





Maps
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Posted: 20th Oct 2005 17:26 Edited at: 24th Oct 2005 22:17
Captain Bob Nickel is really what we could call a warrior.
And even if he seems somewhat ridiculous with the big propaganda hat, wearing the colors of the Imperium, arguing at the TelSat TV, he killed more than once only with his hands. He travelled accross the whole galaxy and is respected by all the men and women he commanded.

WiP - added surface modifier and advanced a bit in the modelling .

PS : i'm looking for concept design for the flag of the Imperium.
Uncle Bob will wear pieces of clothes at the colours of the imperium.

Seppuku Arts
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Posted: 20th Oct 2005 17:28
as they say Bobs ya uncle


Very good, if you look at the chin you will notice that the symmetry isn't completely together


What app did you use?

The name is back dudes!
http://seppukuarts.afraid.org
Maps
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Posted: 20th Oct 2005 17:40
Thx
I'm using 3dsmax

for now the left side is an instance of the right side, just for visualizing the whole face, i'm only modeling half.
Maps
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Posted: 20th Oct 2005 18:42 Edited at: 24th Oct 2005 22:19
The hardest is done, need some tweaking now.
1650 polygons






Zergei
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Posted: 21st Oct 2005 00:16
Man, your good....
Maps
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Posted: 21st Oct 2005 13:14 Edited at: 24th Oct 2005 22:20
Thx

Here next step
converted in editable mesh
600 polygons





Zergei
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Posted: 21st Oct 2005 16:44
Mind me, but, doesn't he lack an upper lip?
Peter H
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Posted: 21st Oct 2005 16:54
he seems like he has a really tall head, but i've seen i few people like that so i guess it's ok

besides that (and the non exsistant upper lip) he looks good!

"We make the worst games in the universe."

Manic
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Posted: 21st Oct 2005 18:04
you should get rid of the ridge in his forehead mate

I don't have a sig, live with it.
Maps
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Posted: 21st Oct 2005 18:08 Edited at: 24th Oct 2005 22:21
Ah, you're right, he has a tal head ! I was feeling that something was wrong with the head and couldn't find what
I'll correct that

About the lips, well I'll work on it when i'll add the teeth...
In fact i want a cartoony design like this :
Maps
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Posted: 21st Oct 2005 19:14 Edited at: 24th Oct 2005 22:21
Well I removed the ridge, Manic
I worked on the tall aspect of the head.
There is still some tweak here, I guess




Maps
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Posted: 21st Oct 2005 19:34 Edited at: 24th Oct 2005 22:22
Tweaked the neck, seeing the shot it was obvious ...

Math89
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Posted: 21st Oct 2005 19:52
Really good work , the only thing a little bit strange is the skull (don't know if it's the right word ), I find it to small : eyes are normally in the middle of the head and in your model, they are too high.
Maps
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Posted: 21st Oct 2005 20:00
Yes your right, I'm lacking some anatomy/proportion skills here...
Will work on that

Good point about the height of the eyes, thanks for the input, i'll tweak that tomorow.
Seppuku Arts
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Posted: 22nd Oct 2005 00:28
I felt this guy was more cartoon like, and well proportion isn't always a requirement, look at Homer Simpson, but I guess I took the wrong interpretation

The name is back dudes!
http://seppukuarts.afraid.org
Maps
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Posted: 22nd Oct 2005 14:21 Edited at: 24th Oct 2005 22:22
Well, another little update ...
600 polygons







I'll stop for the skull, i guess and work on the eyes, the mouth and the texture.
Maps
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Posted: 23rd Oct 2005 21:22 Edited at: 24th Oct 2005 22:22
Well, I let the face sleeps a little, meanwhile I work on the body.

I decided to keep splines->surface, even if it s not super fast, I lke the control we keep on the polygons flow with this method.
here the firsts shot, my goal, here is to have polygons to follow as much as possible the muscles.



Xenocythe
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Posted: 23rd Oct 2005 22:14
Amazing...
Seppuku Arts
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Posted: 23rd Oct 2005 22:23
pretty sweet, just as final comments on the face, up the texture to distinctify(is that even a word?) the lips, and add so polygons to the lips to go into the face a bit more, making them more realistic

Dude look behind you!!!
http://seppukuarts.afraid.org
Maps
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Posted: 23rd Oct 2005 22:37 Edited at: 24th Oct 2005 22:23
Thanks for the comments

Well about the face, I stoped here :

Seppuku Arts
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Posted: 23rd Oct 2005 22:43
sweet, got what I wanted, now I'll shut up ...

Dude look behind you!!!
http://seppukuarts.afraid.org
Maps
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Posted: 24th Oct 2005 01:38 Edited at: 24th Oct 2005 22:23
eheh, no all comments are welcome
I don't comments very much your noname dude cause i'm not very experienced in high poly modeling :/

375 polygons so far



Seppuku Arts
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Posted: 24th Oct 2005 01:55
Quote: " eheh, no all comments are welcome
I don't comments very much your noname dude cause i'm not very experienced in high poly modeling :/"

Nah high poly modelling is easy and you'd be good at it, once you've finished your low poly version, just smooth it, especially with the lower body they seem like with smoothing they'd make good hi poly parts.


I hope no one misinterprets but thats one nice butt you've modelled and well tis a good model, one thing I have difficulty modelling on a human

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Maps
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Posted: 24th Oct 2005 15:58 Edited at: 24th Oct 2005 16:01
Sorry, the space where I stocked the screenshot is dead for now, it will be back later.

I use another one for the next steps
[edit]613 polygons[/edit]



Seppuku Arts
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Posted: 24th Oct 2005 16:37
very good, nicely kept down poly count

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Maps
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Posted: 24th Oct 2005 17:38 Edited at: 24th Oct 2005 17:38
thanks
I think the arms and hands will push it to 1000-1200 polygons
The head is 600, that will make the whole toon 1600-1800.
Fairly reasonable for DBpro to handle it, as far as I tested.
I mean DBpro can handle way more with a standard configuration, but if I want it to run smoothly with some others like him and a nice level...
Seppuku Arts
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Posted: 24th Oct 2005 17:44
it should run smoothly, otherwise, the hell am I gonna do with the model I prepare for the game in planning which is hiding away on my comp?

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Maps
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Posted: 25th Oct 2005 11:28
Worked on the arm, i had a hard time, as usual.
I made several circles all long the arm, adjusted roughly the vertex and then apllied a cross section modifier.
This gav eme an allready well sorted geometry, i applied a surface on it.



Seppuku Arts
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Posted: 25th Oct 2005 12:54
Looks like you have an unreliable server, can't see the images dude

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Maps
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Posted: 25th Oct 2005 13:27
Damnit !
Dunno how to fix that, because for me it is up ...

well, I connected the arms and the head to the body (920 polygons), tell me if you see the pics

http://optimaps.ifrance.com/BobN/UncleBoB_wip26.jpg
http://optimaps.ifrance.com/BobN/UncleBoB_wip27.jpg



Seppuku Arts
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Posted: 25th Oct 2005 15:36
well its back up now, looks pretty sweet dude, I'm sure he won't be naked in DB

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Maps
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Posted: 25th Oct 2005 15:39
thanks Seppu

Eh no ! he won't, I'm far from the end, lol
he needs a skin, some clothes for event, some armor for fighting, several weapons ... a girlfriend ...
not to mention rigging, animating...
Maps
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Posted: 25th Oct 2005 18:53
Well, the begining of the hand, using splines and surface ...





BiggAdd
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Posted: 25th Oct 2005 18:58
Looking Excelent i have to say!!!!!!!!!!!! Keep up the good work.


SSDD
Same Sh** Different Day
Maps
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Posted: 26th Oct 2005 00:32
thanks

here the result converted in editable mesh :


Evil stick
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Posted: 26th Oct 2005 00:56
Nice....but it looks like a girl body, and I would say where, but I won't.

I ALWAYS have flame proof jacket...just in case...and a shotgun. If you want any, just ask!

We are all nice,except for that one who's name starts in a m and ends in erranvo.
Maps
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Posted: 26th Oct 2005 01:07
lol, yeah, i wanted to make his ass more little, but my wife said he's good like that

I'll see, it's not a big deal to make him loose some weight there.

I've more problem with the hand, and fingers particularly, i think i'll remake them, the joint arn't good ...
BenDstraw
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Posted: 26th Oct 2005 01:19
wow ive never seen someone surface model a whole character good job.

"Save the whales harpon a fat chick"
Oddmind
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Posted: 26th Oct 2005 01:54 Edited at: 26th Oct 2005 01:55
haha, great modelling job! except hes got a black lady ass XD. naw im messin, bu really, nice poly flow and you actually have better anatomy initative than you think, i can tell by the way you model and draw things.

oh yea he doesnt have a pee pee'r XD... no please, dont make one.
Maps
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Posted: 27th Oct 2005 16:47
thanks for the comments

Sorry i didn't worked a lot on this these two days, i was playing with ZBrush2, it is really a powerfull toy ...

So, I'm on BoB nickel again now, I welded the hands, the feet will probably be finished by tonight.
So if you have some critic about the anatomy, mesh topology etc it is now, because next step is unwrap it .

Seppuku Arts
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Posted: 27th Oct 2005 18:09 Edited at: 27th Oct 2005 18:10
sweet, looking better and better each time
Quote: " i was playing with ZBrush2, it is really a powerfull toy ."

Tried the demo of 1.4 and it is pretty damn sweet, but a weird style of modelling

[edit]
I think the shoulders could do with sorting out, its a pretty smoothly made model, but they kinda drag a little on the quality

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Maps
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Posted: 27th Oct 2005 18:36
Ah yes, you're right, thx for pointing that.
I'll sculpt the shoulder.
Seppuku Arts
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Posted: 27th Oct 2005 20:02
oh and sorry to sound picky, but I think the upper arm muscles should be bigger, search 'human anatomy' in google images, I found a very helpful image on there for muscle structure

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Maps
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Posted: 27th Oct 2005 20:26
Again, you're right.
I'll change it, thx

Don't worry you don't sound "picky"
After working 1 week on a model it is sometimes difficult to look at it with a critical eye, that is all the point in posting Wip for me
Seppuku Arts
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Posted: 27th Oct 2005 21:38
fair enough, same reasons why I post mine

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Maps
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Posted: 27th Oct 2005 22:25
Here the attempt to correct :



Seppuku Arts
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Posted: 28th Oct 2005 00:03
must say it looks much better, the upper arm should be more muscular than the lower arm still, otherwise it looks like he's had a weird exercising program

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Maps
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Posted: 28th Oct 2005 02:16
ok, here my last update, I won't edit anymore the geometry now.
Thanks for commenting



I began the mapping...
separated the main pieces (hands, arms, legs,head, ect) for easy selection.
then I plan to apply an UVWmap on each(ie cylinder mapping on arms,ect), so when I'll finnally apply an Unwrap all the pieces of the body will allready be separated...
Seppuku Arts
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Posted: 28th Oct 2005 13:00
sweet, I wish I had a decent UV Mapper

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