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3 Dimensional Chat / My First Character Model

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Dodic
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Posted: 31st Dec 2005 14:15 Edited at: 31st Dec 2005 14:18
yes , well i started making a humain out of my mind (i have no refereces , i have trouble finding one...)

and i moddeled this poor torso that , and i`m not eaven close to setesfied , so has anyone some advices for me on what should i change to make this torzo a little more humain like atleast....

p.s.Today i will donwload game space light , and see if i can make some models in it . (well its total free for ANY use , but limit IS 650polygon models) but that`s ok for threes , and many other objects for games , right ? - i`m not sure if it`s possible to make a character out of 650 polyg`s ..

SimSmall
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Posted: 31st Dec 2005 14:23 Edited at: 31st Dec 2005 14:27
Ruccus, It looks s bit like the main charatcer from Halo, looking Good

Edit: What? There's a second page???

Dodic: All I can really do is show you what not to do - for it a first character model it turned out better than my character's torso did, I'd say just build the rest of it for now...

...maybe one day I'll finish a project
Dodic
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Posted: 31st Dec 2005 14:40
Quote: "Dodic: All I can really do is show you what not to do - for it a first character model it turned out better than my character's torso did, I'd say just build the rest of it for now..."


ok , but is there some simple drawing or something around here so i can base my model on that ?

Game Genius
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Posted: 31st Dec 2005 14:47
That Master Cheif model is awsome!

If Brainpower was money, I'd be a billionare!!!
RUCCUS
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Posted: 31st Dec 2005 15:03
@ Dodic, dont hijack this thread, if you've got a model to show make your own thread.


@SimSmall ... Thats what its supposed to be

Dodic
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Posted: 31st Dec 2005 15:07
Sorry... i just didn`t think it deserve a thread...

Anyways your character is great , after you finish it , will you animate it ?

RUCCUS
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Posted: 31st Dec 2005 23:24
I thought you were going to begin showing posts of the model in each stage of completio I didnt think you were just going to be showing that 1 pic.

Im not sure I probably will animate it now that I got my 3ds.Max working again.

Dodic
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Posted: 31st Dec 2005 23:43
that`s great , well i can only wish you good lock , and wish you and everyone a HAPPY new year!

Shark Basic - the first and the best basic ever made in dark basic (not totaly made in dark basic , just partially..)
new programmer
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Posted: 1st Jan 2006 00:51
thanks dodic!

BiggAdd
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Posted: 1st Jan 2006 01:55
Ruccus its looking pretty sweet! Good luck with the Normal map!


Truly Magical!
RUCCUS
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Posted: 1st Jan 2006 02:54
Thanks, I just emailed Bungie asking for some better wireframe pic's and possibly some concept art though I know its highly unlikely Im going to even get a reply back let alone the pic's. Either way its worth a try.

RUCCUS
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Posted: 3rd Jan 2006 02:56
Teh Monst0r Trux0rz



Decided to take a break from the chief for a bit, Im not using it in a game right now but if I decide to Ill definitely reduce the poly count. C/C encouraged.

Ive also decided for practise reasons that if anyone want's me to create a model for them Id be happy to take a stab at it if you give some decent concept art or atleast a good description. The only thing is I wont be creating the model every second I can, just whenever I have the spare time or whenever I feel like it as its mainly to improve my modeling skillz.

- RUC'

Dodic
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Posted: 3rd Jan 2006 03:15
no complaines , just great!
except maby you could reduce your polyg count just a bit more..


Insanity Complex
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Posted: 3rd Jan 2006 15:41
Quote: "you could reduce your polyg count just a bit more.."


Ahem:

Quote: "Im not using it in a game right now but if I decide to Ill definitely reduce the poly count."


Raise your god again, they don't give a damn. (Coal Chamber)
RUCCUS
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Posted: 3rd Jan 2006 16:13
Dodic why do you call it polyg all the time? Id could see maybe calling it polyc, but g?

Manic
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Posted: 3rd Jan 2006 17:34
maybe he has fat fingers and presses the g key at the same time as the y key and doesn't notice?

I don't have a sig, live with it.
RUCCUS
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Posted: 3rd Jan 2006 19:11
I guess, but he does it every single time.

Mucky Muck Ninja
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Posted: 4th Jan 2006 00:10
He is saying polyg count - polyGon count
:p


Thats a very nice truck model You definately have excess polies tho, try making it low poly without the reducer. You have much too many on the tubes, and there are many flat areas that have more than one poly.

Im sick of Master Chief soo...ooga booga!!
Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
RUCCUS
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Posted: 4th Jan 2006 01:17
Ah I see, cant believe I didnt get it

Anyways I dont use "reducers", I didnt know there was such thing. Here's a reduced version either way, only 1900 poly's but I think I went a bit overboard with the polyreduction, Ill probably end up bringing it back up to about 2500 because I want the wheels to keep the details they had before.

Anyways here's the current reduced version:



Insanity Complex
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Posted: 4th Jan 2006 01:32 Edited at: 4th Jan 2006 01:37
The wheels look the same as they did...

\edited for sig

Dodic
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Posted: 4th Jan 2006 01:35
i just like to call polygons polyg its easyer to write .

i could write it polyg. but i don`t think that would change much..


RUCCUS
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Posted: 4th Jan 2006 01:39 Edited at: 4th Jan 2006 01:40
Quote: "The wheels look the same as they did..."


Look again , I flattened the inner side of all the wheels to be one poly.

Zedane
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Posted: 4th Jan 2006 01:43
The model used by Bungie is REALLY weird, its sitting in my hard drive right now, and man, opened in Wings 3d(or milkshape for that matter), half the faces are un-selectable. I can see them but Wings is Unable to actually figure out where the face is.


around here.. normal's just a setting on a hair dryer
RUCCUS
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Posted: 4th Jan 2006 01:52
Im assuming you're talking about the Halo 1 model, mind sending me it so I could take a look if it's not too much trouble? Ill try opening it in some other modeling programs to see the results.

If you dont mind and aren't too buisy then please send it to ruccus@ruccus.net, if you can't no worries I understand its just Im interested to see how it's structured.

Mucky Muck Ninja
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Posted: 4th Jan 2006 04:03
Whoops lol, sorry, i read a bunch of threads at a time and i confused yours with someone who said he hadn't used the reducer yet :p Its looking very good now! The only prob I see is that in the back, there is a part sticking through another face which looks ugly. I cant' wait to see it textured!

Im sick of Master Chief soo...ooga booga!!
Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
Dodic
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Posted: 4th Jan 2006 05:25
Ooga Booga
Quote: "I cant' wait to see it textured!"


lol !


RUCCUS
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Posted: 4th Jan 2006 14:51 Edited at: 4th Jan 2006 14:53
Dodic, what the hell did that mean? Lol so weird...

Hmm, part at the back eh, Ill check it out just a sec...

I think I see what you're talking about, that second picture in the 1st pic' is the front btw, I know it looks like its intersecting another plain but its actually just pushed out coming toward the camera, the shadow is making it look like its intersecting.

Here's a pic of the front (the part I think you were looking at)



And the back:



As far as texturing goes I hate the fact that I dont have a clue how to do it, I have The GIMP, Corel Draw and Corel Photoshop, Adobe Photoshop, PSP, and Lithunwrap and I still don't know how to texture. I wish there was a simple tutorial out there that shows 1st making a basic model and then texturing/UV mapping it. *sigh*

<EDIT>

Wings 3D has a habbit of drawing half of the outline of some polygons a lot of the time, that could make it look like poly's are intersecting eachother when they aren't. It just has to do with how far or close you are from the object.

</EDIT>

outSync
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Posted: 4th Jan 2006 23:39
Hey Ruccus,

If I remember right (and seeing as you have the latest version of Wings), you can export UV data onto your model. In fact, I've just tried it and it works just dandy with v0.98.29b.

Steps:
1) Make a cube.
2) Select all the faces and right click. Select UV Mapping > Direct.
3) In the window that pops up, experiment by selecting different faces, right clicking, and apply a chart to the face (I'm no pro on the best way to approach this, so just experiment).
4) When you've assigned all the faces a chart, right click, Continue > Unfolding.
5) If the resulting 2D image is good enough for you, go ahead and right click, Create Texture.
6) Export your model to .3DS or whatever.
7) Load up LithUnwrap (if you can't find it [google it], then let me know and I'll email it to you), open up the model, and export the UV data to a bitmap.
8) Open up a paint program, and fill in the lines with your texture. Save the bitmap.
9) Load up LithUnwrap again, and modify the material for your object (on the right side, expand Materials, right click on the material, Properties).
10) For diffuse map, set the map type to bitmap, click Properties, Change, and load your bitmap.
11) Your model should be textured.
12) Export to the file type of your choice.

That's how you texture in Wings3D anyways. It can be a bit confusing if you're not sure how to go about it, but it's pretty easy once you know how to handle it. Let me know if you have any more problems, or need some screenies to help you

"If you are wise, you will fear me. If you need me, I'll be playing with my teddy bear." - Garfield
RUCCUS
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Posted: 5th Jan 2006 01:16
Thanks a bunch Ill give it a try in a bit, from what I've read though it sounds like it should be no problem at all with the great explanation you've given.

Thanks

RUCCUS
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Posted: 5th Jan 2006 04:37 Edited at: 5th Jan 2006 04:39
Well I tried out what you said and it worked great, I got the texture into Lithunwrap no problem. The only downfall is they're saying Lithunwrap has changed to Ultimate Unwrap 3D, and requires purchasing for the ability to actually save the texture/UV coords/anything for that matter. They're pretty smart as they disabled the print screen command aswell (tried capturing a screenshot of the preview of the texture). Anyways I got around the problem by closing Lithunwrap entirely, going back to wings 3D, then going back to the part where I "Continue Unfolding". When I click that a window pops up with a picture of the UV map, just like lithunwrap. So basically I just took a screeny of that, cropped just the UV map part and edited that, it worked out fine

Thanks for the help I'm sure ill be getting better at texturing in no time.

<EDIT>

If you do happen to have one of the old versions of Lithunwrap that allows saving It'd be great if you could email me it at ruccus@ruccus.net. Itd same a lot of time

</EDIT>

Diablo 98188
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Posted: 7th Jan 2006 18:41
i gotz a halo one master chief model for you... If you would like any halo 1 model, just let me know, i did not make these, but i got them from somewar, just dont remember where.... master chief in 3ds format

"May the fires of the underworld burn you"
- ME ^_^

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BF game programmer
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Posted: 7th Jan 2006 20:17
nice model. do you the shotgun model?

james bond rules and star wars
Sho Ryu Ken
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Posted: 8th Jan 2006 04:13
I've got a character! It's good, but just one piece of crap: 3000+ polys! And sadly, it's not something normals can fix. It's cel shaded. Her name's Roja, from the feminine form of the Spanish word for "red".

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Insanity Complex
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Posted: 8th Jan 2006 04:34
@Sho:

first...that looks like a drawing not a model(could just be the style)

second...if it is actually 3D, the poly count is insane for the small amount of detal in the model...


3D UnitedUnder Construction Moved from original location
Mucky Muck Ninja
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Posted: 8th Jan 2006 04:45
Thats pretty cool Sho. I don't think the poly count is that insane, its a character after all. But it definately could be less. Its not really Cell shaded by the way so much as toon shaded (there is a difference). Cell is like zelda, but yours is more like a cartoon. What is it made in?

Im sick of Master Chief soo...ooga booga!!
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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