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3 Dimensional Chat / WIP werewolf model.

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Chilled Programmer 420
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Joined: 24th Nov 2005
Location: NOT SAYING!, i dont wanna get kidnapped!
Posted: 9th Mar 2006 10:55 Edited at: 9th Mar 2006 10:58
heres a new model im working on, ive only just started, but let me kno what u think plz

and does any1 have any good teqniques to achieve a good hair/fur effect?






[url=www.freewebs.com/tyhrfg][img]bruce.bmp[/img][/url]
Chilled Programmer 420
19
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Joined: 24th Nov 2005
Location: NOT SAYING!, i dont wanna get kidnapped!
Posted: 9th Mar 2006 12:35
no replys?

come on, if really like to know what ppl think of it so far

[url=www.freewebs.com/tyhrfg][img]bruce.bmp[/img][/url]
SimSmall
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Location: United Kingdom
Posted: 9th Mar 2006 12:51
well, it looks all right, but - Select all the vertices around the neck and select Vertex -> Weld together - that should get rid of the very obvious triangles that appear to be a different shade of grey....

Fur can be simply achieved by a texture, it may look natural, it may look very obviously painted on...
BenDstraw
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Location: Arizona
Posted: 9th Mar 2006 14:25
the face looks pretty good maybe some weird polygons here and there but looks pretty good.

God modelled man in his own reference image.
Joh
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Location: Malaysia
Posted: 9th Mar 2006 17:46
If you want it to be a bit more wolfish, cheek jaw area needs to be a little wider than a snout. What you've got is fine, a bit more jackal like I suppose.

Might want to indent the eye sockets a little, makes it a little meaner. As for fur. Do as Oolite said on your other post.

"I dont think I like the idea of my little photon being touched up by a switched off proggy and finishing off without ever actually getting inside." - Fallout
poke a fish
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Location: Utah
Posted: 14th Mar 2006 06:17
looks good i would definatly do somthing to change the eyes though from the side view they look kinda wierd. nice start though.
Mr Anderson
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Location: NYC
Posted: 19th Mar 2006 23:10 Edited at: 19th Mar 2006 23:13
Nice start. Do you have any concept artwork?

I cannot tell what program you are using, but you should make sure your mesh edges flow so that your smoothing doesn't get messed up like in the neck. What this means, is look at you model's contours. These are the lines the flow down your entire mesh. There are vertical lines and horizontal lines the run on the surface. Make sure the lines stay consistent if you can to avoid breaks in the smooth surface.

I cannot see well, but you might have to do some welding or edge rotations to clean things up.

IDIC (Infinite Diversity Infinite Combinations)
MikeS
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Location: United States
Posted: 20th Mar 2006 00:52 Edited at: 20th Mar 2006 01:01
For fur you'll have to most likely have to rely on the texture. You can stick some plains on the model on key spots where fur would enhance the model and then use alpha transparency. There are fur shaders that exist, I've never personally worked with them, but they may be worth checking out if you really need one.

Scroll down to fur
http://www.shaderworks.com/gallery/gallery-main.html



A book? I hate book. Book is stupid.
(Formerly Yellow)
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 20th Mar 2006 10:57
Nice, how well will these shaders work with DBP well? Would be something I would try to see when I get home

MikeS
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Posted: 20th Mar 2006 23:44
They should work perfectly once properly utilised. Maybe if I have some free time over spring break I'll see into getting them working.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Seppuku Arts
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Posted: 21st Mar 2006 01:42
kewl, once I dowload the version they're releasing with export settings I'll look into it as well

ZDawg
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Posted: 26th Mar 2006 20:50
The bottom jaw should be brought back a little bit, it looks too cartoony evil with it. Otherwise, that's a really cool werewolf.

Here's an idea for you...
NO!

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