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3 Dimensional Chat / [wip] Muscle Man

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MikeS
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Posted: 19th Mar 2006 18:35 Edited at: 19th Mar 2006 18:35
Here's my work in progress generic muscle man character I'm making.


*Note the motion capture will be using the Magic Bones library plugin for Truespace.

I stuck in what my 3D pipeline will be in order to get this guy fully ready for DarkBasic Pro just for organization and maybe it'll help some other users out. Not sure what I'm going to do with this guy, more practice than anything else. Will probably make a generic female next and then I'll get back to making games.



A book? I hate book. Book is stupid.
(Formerly Yellow)

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Seppuku Arts
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Posted: 19th Mar 2006 18:41
Nice, face could do with a little work, and the hands, but its a good start to character modelling. can't wait for the rest of the to be finished

MikeS
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Posted: 19th Mar 2006 21:12 Edited at: 19th Mar 2006 21:13
Thanks Seppuku. Here's a picture of the face, perhaps someone could give me some pointers. It's the area I struggle with most admittingly. The hands were a quick fix, I basically just shrank the wrists down a little bit to show off the shape of the hands more. Might tweak it and strip some polygons, but I'm pretty happy with it.



A book? I hate book. Book is stupid.
(Formerly Yellow)

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Seppuku Arts
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Posted: 19th Mar 2006 23:13
Its an improvement.

For pointers; I see you are going for that cartoony look (incredibles sort of springs to mind)

EITHER;

For the eyes, instead of modelling the sockets, I would delete the polygons shown in the image,

And put two small sphere where the eyes should be (so they are eyes)
and try to wrap the polygons using the vertices around the eye balls to make them look like eye lids, as shown in the image below. (of course mine is high poly, but the idea is the same)


OR

If you are going to keep the same number of polygons, try bringing the eye sockets out a bit, so you rely on the texture more than modelling, the eye can be flat as long as you got the basic shape, like with this model,


Hope it helps

MikeS
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Posted: 20th Mar 2006 00:32
Thanks Seppuku, that helps. Seeing a wireframe of your face makes all the difference to see the structure it seems. Now I just need to cut down some polygons here and there and I'll be ready for texturing.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Seppuku Arts
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Posted: 20th Mar 2006 00:49
No problem, I'll get some more wires if it helps... but I'm going to bed now, so I'll post some later

RisTar_sn
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Posted: 20th Mar 2006 22:13
Try to start with some tutorials of the human anatomy and then go on modeling , specially when its about muscles
MikeS
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Posted: 21st Mar 2006 02:31 Edited at: 21st Mar 2006 02:31
Yeah, I've got a few polygons that I can use to add some more muscle definition into the model. The chest for example has already had some definition added. The rest of the polygons there will be deleted to lower the polygon count.

-----------------------------------------

Rather than create a seperate thread, here's the generic female model I'm also working on.



A book? I hate book. Book is stupid.
(Formerly Yellow)

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nasty Freak
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Posted: 21st Mar 2006 12:15
You have too many polygons in the belly , try to reduce them , and also try to follow the human anatomy , except that - GOOD work !

3d maya modeller
MikeS
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Posted: 21st Mar 2006 23:29
Thanks Nasty. With both models I'm working on adding some muscle definition, then I'll be sure to strip away all unnecessary polygons.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Manic
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Posted: 22nd Mar 2006 11:49
on both your models you have polys not doing anything, you're using too many cross sections. try using the loops (thats a line of edges that goes around the diameter of the arm) to suggest more shape by rotating them.

Also, you need to look at proper muscles reference. i've included a very poor picture i drew of the architecture of the arm and a bit of the chest in about a minute. You need to move your verts around until it mimics the shape of the muscles.

I don't have a sig, live with it.

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MikeS
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Posted: 24th Mar 2006 00:41
Thanks for the refrence pic Manic. I'm still working on getting the muscles just right. Once that's done I'll post a picture and then get rid of the unused polygons.



A book? I hate book. Book is stupid.
(Formerly Yellow)
MikeS
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Posted: 24th Mar 2006 03:23 Edited at: 24th Mar 2006 03:27
Alright, I made some minor changes to the model and here's the final renders. Polygons are reduced as far as possible. I'm sure there's more optimizing that can be done, so the next model I create I have that more in mind from the beginning, but these one's aren't too terribly unoptimized.



A few extra polygons here and there will help out when I animate the models. I'll probably spend the weekend assigning materials to each of the models, and then possibly start texturing them.



A book? I hate book. Book is stupid.
(Formerly Yellow)

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Seppuku Arts
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Posted: 24th Mar 2006 16:34
I must say they are improving though dude, as they look like they could be wearing cloths, the woman's breats could work the same as well, so they don't need to be separated

Supremacy
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Posted: 25th Mar 2006 22:09
THEEEYY SUXXX


hehehe, jking dude, it seams youre new to 3d (i havent read the posts), i wish my first models where like yours, pretty decent, i sugest paying more attention to anatomy, look at a nude human, like in 3d.sk, you myght want to add rists on your chars, reduce the size of the arms, work more on the heads, i had a cool tut about heads somewhere....hmmm, i suggets you do some tuts on lpoly mod before all, also get some free models, open them up and try to mimic the nets, so u can check how theyre done, for tecnics, search edonkey for movies about modelling, theyre really good.

Your signature has been erased by a mod because it's larger than 600x120....
Seppuku Arts
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Posted: 25th Mar 2006 22:34
The best thing to do is to have reference images for human anatomy actually, I will be drawing up some referance images for 3D modelling, assuming my mum will let me borrow her scanner, most of them probaly will be anime, because my project and planned projects are/will be anime

MikeS
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Posted: 27th Mar 2006 00:25 Edited at: 27th Mar 2006 00:26
Yeah, you're right Seppuku. Unfortuantly, since these models were designed to just be generic and without a purpose, those kinds of optimizations weren't taken into consideration. I'll be interested to see any art you have, which I assume will be for Ronin.

Haha Supremacy. These aren't my first models, I've been modeling things(non-organic) for a long time, but these are probably the best human models I've made. If you find any good tutorials on box modeling heads(or any style modeling I guess), I'd love to see them. And yes, I'll spend more time on the anatomy the next models.

----------------------------------
Have assigned materials to the muscle man model. The model on the right is the beginnings of my texturing. Obviously not much done, but this is just a little update.





A book? I hate book. Book is stupid.
(Formerly Yellow)

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Seppuku Arts
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Posted: 27th Mar 2006 00:33
Quote: "I'll be interested to see any art you have, which I assume will be for Ronin."

Yup they are, I have already drawn one of the female characters with a standing pose, front and side facial referances, and may draw side and front referances of the body too, and once my coursework is finished I will do a male character and try to borrow my mum's scanner or will use her mac to upload the images.

Quote: "those kinds of optimizations weren't taken into consideration"


Fair enough, learning to model them is more of a priority than human anatomy at the start.

Look out for any character modelling tutorials by me, I have plans to build a game character making tutorial for those with freebie software and may use Wings for the modelling part, however I am in the midst of lots of work and little time in my AS levels

Chris Franklin
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Posted: 31st Mar 2006 16:38
MikeS
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Posted: 8th May 2006 03:38 Edited at: 8th May 2006 03:39
Just bought received Hexagon 2, and have spent a little bit getting use to the interface and controls. Jumped into the surface modeling tools and got some interesting effects after editing this model for a bit.





A book? I hate book. Book is stupid.
(Formerly Yellow)

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DB newbie
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Posted: 8th May 2006 04:14
oh wow that looks asome i was thinking about buying hexagon is it worth it.

visit my site (unfinished)
www.freewebs.com/dbnewbie
MikeS
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Posted: 8th May 2006 04:44 Edited at: 8th May 2006 04:45
Definitly worth it. Just compare from the screens above. To get the basic detail I got only took about 20 minutes, and it improved the model 10-fold. Now I'll be able to use the high poly model to generate a true normal map, and then use it on a low poly model.

Here's another screenshot. Just to compare the old head with the new.



Hexagon 2 as a tool is very good. I'll still most likely use Wings3d to box model the basic form of my model, and then use Hexagon for any displacement mapping to add detail. Hexagon 2 also doubles as a good UV mapper. With it's UV unfold tool, you basically don't have to do anything. The materials you paint onto your model, will be directly on the UV map. I've still got to get together an efficient pipeline as far as getting textured models into DBP, but I should be able to find a way.

So my pipeline has now changed to.

Wings3D(modeling) --> Hexagon 2(Adding detail and texturing) --> Truespace 6.6(Animation and .X export)



A book? I hate book. Book is stupid.
(Formerly Yellow)

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greenlig
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Posted: 8th May 2006 05:34
i can see the inspiration from zbrush for that. I dont think the updated model is really any better that the original cause all the additions are...unconventional in terms of the model. If your still going for the muscleman look, the shoulders, pectorals and the basic chest shape could look for a little imrpovement. If your going for an Unholy-demi-god-of-the-underowrld look, youve nailed it

hope thats not too harsh...

greenlig

Blender3D - GIMP - WINXP - DBPro
Mucky Muck Ninja
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Posted: 8th May 2006 07:14
Yes he appears to be demonfied lol. Looks pretty sweet tho!

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Pincho Paxton
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Posted: 8th May 2006 10:26
Hexagon 2 looks really good, but then I saw the price!!!!

Seppuku Arts
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Posted: 8th May 2006 18:39
sweet, I've heard that Hexagon 2 is really buggy at the moment, is that true for you?
I tried to order it Friday evening but turns out they don't accept VISA electron, so I'm waiting for my Dad to put money onto his Mastercard

Yey! I removed the sig...
A Llama called Dalai
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Posted: 8th May 2006 21:36 Edited at: 8th May 2006 21:45
I'll have to look into hexagon 2...sounds like it'd be some good bang for your buck.


DANG! Those videos of the creature and street were cool. I liked those. I'm thinking of saving for it soon.

(the carricature video didnt work)


"Take me home, to my empty 'fridgerator"
-ICP, Take me home, about looking back after obtaining your dream.
MikeS
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Posted: 8th May 2006 22:55
@greenlig

Thanks for the critique. I'm definitly going for the more demon look, as that was just easier to do. Honostly, I'm not to good when it comes to modeling by anatomy, so that's one of the things I hope to approve on(as far as muscles as stuff).

@Ooga Booga

Thanks

@Pincho Paxton
Check out the special pricing though. $1.99 if you sign up for the premium memberships over at Daz. I ended up buying a one year membership for $99.99(because I don't have a membership, and they don't accept paypal for monthly memberships, only yearly). So for about $102, it's not too bad of a deal.

@Musashi

There are a few things I'd like to see worked out. I definitly love the tool, so I'll be sure to write them as detailed bug reports as I can. However, being a forum Truespace/Gamespace user, I can honostly say that Hexagon 2 is already more stable then 5.2 and 6.6(and from what I hear 7.1) will be combined. Any bugs I've encountered are small things, for example, if you're modelling in symmtry and then try to unfold your uv map, it'll sometimes crash, and other times just give you an error message. That's the only project stopping bug I've encounterd so far.

However, you can always enable the save incremation(Ctrl+Shift+S I believe) which will save your workspace multiple times so you don't even have to worry.

@Insanity Complex

Yeah, for someone like me, I needed a good(or at least better than decent) UV tool, and some sort of displacement mapping. Having them in the same tool is altra conveinent. This in combination with wings3D is a cheap and nice 3D pipeline for making some 3D geometry.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Seppuku Arts
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Posted: 8th May 2006 23:09
Quote: "@Musashi

There are a few things I'd like to see worked out. I definitly love the tool, so I'll be sure to write them as detailed bug reports as I can. However, being a forum Truespace/Gamespace user, I can honostly say that Hexagon 2 is already more stable then 5.2 and 6.6(and from what I hear 7.1) will be combined."


Thats good too hear, I own (owned, should I say, gave it away to a friend) TS 5.2, it was buggy, but bearable, I could still use to do what I want (Unless I needed to use IK or Facial Animation)

Quote: "Any bugs I've encountered are small things, for example, if you're modelling in symmtry and then try to unfold your uv map, it'll sometimes crash, and other times just give you an error message. That's the only project stopping bug I've encounterd so far."


I've heard about that over at the forums, as long as I can paint, displacement map paint, UVMap and use the modelling tools I used in the vers 1 demo, then to me its bug free

@Insanity Complex, the offer ends 31st May, so if you're gonna buy it, I'd go in ASAP

Yey! I removed the sig...
A Llama called Dalai
Insanity Complex
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Posted: 9th May 2006 02:15
Oh dear...how much does 1 month at DAZ cost? I can probably pool my resources and get the money for it...so I'm off to find details.


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-ICP, Take me home, about looking back after obtaining your dream.
JimB
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Posted: 9th May 2006 09:13 Edited at: 9th May 2006 09:21
@ Insanity Complex
You can find the relevant info here
http://forum.thegamecreators.com/?m=forum_view&t=77840&b=3

@ MikeS
Myself and others have found trying to use the "Preview using Ambiant Occlusion" causes the computer to slow way down very badly.
btw Your model is coming on nicely.

Overall its very useable,I can recommend it,it's got all the tools anyone could ask for IMHO.For me it compliments Silo nicely.

There is a nice video tutorial by Thomas which can be found here
http://www.subdivisionmodeling.com/forums/showthread.php?t=235

Its a big one though,it consists of 9 seperate files totaling 935Mb
DB newbie
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Posted: 9th May 2006 17:53
hey i have a question that doesnt have anything to do with this thread. doese anyone have ruccuses FPS tut that i can use because his site isnt working.

Instead of just learning how to program i am also learning how to model in Wings 3D so if you know of any good tutorials let me know.
MikeS
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Posted: 9th May 2006 22:43
@JimB

Thanks for the advice, and I'll check out that tutorial.

@DB newbie

Read your own post and think for half a second.



A book? I hate book. Book is stupid.
(Formerly Yellow)
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Posted: 10th May 2006 05:49
uhhhh.

that was kinda stupid put a nonsense post on a mods thread. im so dumb.

Instead of just learning how to program i am also learning how to model in Wings 3D so if you know of any good tutorials let me know.
MikeS
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Posted: 10th May 2006 23:08
That goes for anyones thread, not just a mods.



A book? I hate book. Book is stupid.
(Formerly Yellow)
=ChrisB=
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Posted: 31st May 2006 04:16
Very cool Mike!
ciril
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Posted: 31st May 2006 04:25
great work!

@ as ciril

3.0 pentium 4 / 2 gb ram / geforce sli (6800 gt x 2) / 23" hd apple
MikeS
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Posted: 31st May 2006 04:26
Thanks Chris.



A book? I hate book. Book is stupid.
(Formerly Yellow)
=ChrisB=
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Posted: 31st May 2006 05:03
mhm! NP mate! I think the origional looks like an ape though...
MikeS
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Posted: 31st May 2006 22:50
Yeah, the concept art I used actually had a guy with a beard, thus the exaggerated jaw.



A book? I hate book. Book is stupid.
(Formerly Yellow)
RUCCUS
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Posted: 2nd Jun 2006 05:22
*cough*
[href]http://forum.thegamecreators.com/?m=forum_view&t=56770&b=7[/href[
*cough*

What? Who? Apples...

MikeS
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Posted: 2nd Jun 2006 05:28
Huh? What do you need Ruccus?



A book? I hate book. Book is stupid.
(Formerly Yellow)
RUCCUS
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Posted: 2nd Jun 2006 05:31
What the... must've been some imposter on my account posting stuff...

Well now that its me posting, the models are coming along well you're getting comfy with W3D (I use ti over Max a lot of the time), the noly recomendation I have is giving some more definition to the womans chin, she looks like she doesnt have much of a neck from the front.



- RUC'

MikeS
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Posted: 2nd Jun 2006 05:34
Yeah, I'll make some adjustments to her in time. The concept art I had for that was really poor, and I should've made some modifications to help define the chin better.



A book? I hate book. Book is stupid.
(Formerly Yellow)

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