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3 Dimensional Chat / Tsuki Morita (Ronin character WIP)

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Seppuku Arts
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Posted: 2nd Apr 2006 13:36
Well I've been modelling one of my female characters for my game Ronin yesterday and today, I feel like posting it as WIP here before I make a post in the main thread containing fully made/textured models of Tsuki and Kuroi.

I know its not proportionate, but its anime, so heads and feet are bigger than they would normally be.

Referance image

Model


Poly count 2287, I know it sound high, however I am aiming for the high poly look as she is a main character, my limit was 3000


She needs her sword modelled (where the cylinder is a place holder) texturing and her hair alpha mapped

DB newbie
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Posted: 2nd Apr 2006 16:59
nice.

visit my site (unfinished)
www.freewebs.com/dbnewbie
Seppuku Arts
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Posted: 2nd Apr 2006 18:04
thanks

MikeS
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Posted: 2nd Apr 2006 18:09
Looking good Seppuku, it looks very much like the concept art. Anymore these days, I wouldn't budge until a model hits 5,000 polygons. Games should be designed for the future. Ronin looks like a big project that'll take a year or so to complete, so you've got room to push polygons around. That's just me though, the less the better always though.

It'll be interesting to see how that model animates. I'd recommend trying to position the arms at a 45 degree angle(pointing to the ground), rather than straight across. I've never done any animation with a dress, but you can probably cheat by just moving the feet and still get a nice effect.

Overall, very nice model though. Just wanted to fireback some critique, and help you out as you have me.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Seppuku Arts
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Posted: 2nd Apr 2006 19:47
Thanks for the comments Mike;

Quote: "it looks very much like the concept art."

Glad it does, shame I still can't do the same with realistic concept art.

Quote: "I wouldn't budge until a model hits 5,000 polygons. Games should be designed for the future."

Yeah, however 5000 would be high, considering the triangles would be higher, however I have had doubts about poly counts because thats one thing people complain about

Quote: "It'll be interesting to see how that model animates. I'd recommend trying to position the arms at a 45 degree angle(pointing to the ground),"

I've always done it like shown as it is easier to model it like that, and makes life easier for rigging, but then so does your way, however, it appears my animator (Oolite, he offered and he is a better animator than me) seems to like the structure of my models when it comes to animation, which is a good thing I guess.

Quote: "I've never done any animation with a dress, but you can probably cheat by just moving the feet and still get a nice effect. "


I find a dress is easiest to animate, simply because you can cheat it and make it look good, however Oolite uses 3DS Max, and how I've seen him work dresses looks kewl, so I'll leave that to him.

Quote: "
Overall, very nice model though. Just wanted to fireback some critique, and help you out as you have me."


I've started with the texture, I am not the best texturer out there, however its going to look Anime, so I don't need too much detail,

I know the hair in the concept I drew up didn't have white things in her hair, but she's young, and young people play with their hair.



Here are some wires, the textured bits are those with triangles (good ol' lithunwrap turned them into tris for me )


Thanks, and hey, who says Karma doesn't exist

dark coder
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Posted: 2nd Apr 2006 21:41
how your going to animate the skirt will be interesting :p.

Halowed are the ori.
Seppuku Arts
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Posted: 3rd Apr 2006 00:07
Good thing I'm not the animator I can animate, but with C4D I always have issues with the rigging part, once I learn to fix it I can actually animate models

Seppuku Arts
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Posted: 3rd Apr 2006 13:13
Textured, too bad I can't texture well, but it'll do,







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Manic
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Posted: 3rd Apr 2006 13:51
see attached for my thoughts

and have a look at this about texturing;

http://www.planetquake.com/polycount/cottages/b1ll/face_step_lame.jpg

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Seppuku Arts
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Posted: 3rd Apr 2006 15:11
For the image attachment, the unecessary polies around the arms and skirt are for animation sakes, having less polies would mean it wouldn\'t animate like cloth would, as for the messy part, I didn\'t notice that, I can fix it, for the hands, I am crap at modelling them, its the best I can do at the moment, if I manage to do better hands for my other characters, they will be replaced. As for the face density,I personally don\'t think its too dense and has enough for a good looking facial animation, there is the possibility I will model alternative lower poly faces if the FPS is too low on my system when using high poly models.

Thanks for the crit though dude, and I appreciate the texture pic, that will come in handy

Don't ask, I just have to put my friends duck in my sig
Crazy Ninja
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Posted: 3rd Apr 2006 15:16
the model looks pretty good. Better than i could lol i stink at modelling. The only problem i have is that in the picture at top her eyes are brown while in the model there blue (keep em brown)
Seppuku Arts
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Posted: 3rd Apr 2006 15:19
thanks for the comment, lol I stop working from the image I drew up after I finished the modelling part lol, guess I should have payed attention, as I always tend to give my models blue eyes

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Manic
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Posted: 3rd Apr 2006 15:31 Edited at: 3rd Apr 2006 16:04
i think you and me are looking at different polys on the arms, i know the loops are needed, but the fibres between them are Over the top. compared to the rest of the model, they should be 8-10 sided cylinders, not 20-something sided. i think the loops around the shoulders needs to be looked at too. I'll draw a paintover to show you what i mean in a bit.


EDIT: attached... its a bit poor, i havn't plugged in my tablet yet (i'm back home from uni for easter). You'll notice how my lines (sort of) define the shoulder and (sort of) bicep, i know she's wearing a cloak, so you wouln't see the muscle, but it helps in accurate deformation. Also, on the skirt, maybe experiment with more sweeping lines, in the direction that the material hangs... if you get what i mean.

i still think you need to drop some of the polys on the face, you really don't need that many for facial deformation

Manic

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Seppuku Arts
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Posted: 3rd Apr 2006 15:58
Sorry for looking at the wrong bit lol, as I am using triangles now, there should be no problem fixing that, as for the shoulders I think I know what you're gonna look at it will look crap and unshoulder like when moved, I'm sure if I use the knife tool I can straighten that out, if its not that, then ignore me

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Manic
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Posted: 3rd Apr 2006 16:05
d'oh, i edited my post while you wrote yours... see above dude

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Seppuku Arts
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Posted: 3rd Apr 2006 16:32 Edited at: 3rd Apr 2006 16:33
Ah yes, I see, thanks dude, I will try and fix that one, I tried that texturing thing, I think I'll have to keep practicing, what I came up with was embarrising

[edit] thats the type of critique I love to see on here

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Manic
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Posted: 3rd Apr 2006 17:33
Quote: "thats the type of critique I love to see on here "


cheers, its always nice when someone doesn't get pissed off over a crit, i think i'm maybe a bit too blunt at times.

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Seppuku Arts
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Posted: 3rd Apr 2006 18:12
Thats the problem when using the internet, you can come off blunt, when you don't mean to, because no one can recognise your tone, I thought what you said about the head being more dense than the rest, I'm gonna try and remodel the dress (or at least give it a makeover, tut so 90's tart like ) and add detial, but keep polies at an optimum, I think the problem is, I spent so much time learning to model heads, I neglected the rest of the body, I'm gonna look at some C4D Cafe tutorials on rigging and animation, I just did an IK one and realised how sweet the tutorials really are.

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TEH_CODERER
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Posted: 6th Apr 2006 18:41
Looks like her cheeks are a little small but great work. Much better than I could achieve.

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Posted: 6th Apr 2006 19:12 Edited at: 6th Apr 2006 19:13
Looks good. I don't like the feet. They are triangular, but in the concept piccy they are normal shaped, flat, and a bit bigger I reckon...

Although I wouldn't go bigger, but I would go flatter.

Seppuku Arts
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Posted: 6th Apr 2006 20:05
Quote: "Looks like her cheeks are a little small but great work. Much better than I could achieve."

Thanks, I'll try to change that.

Quote: "Looks good. I don't like the feet. They are triangular, but in the concept piccy they are normal shaped, flat, and a bit bigger I reckon...

Although I wouldn't go bigger, but I would go flatter."


Thanks, I think I know what you mean, it won't take too long to fix

Don't ask, I just have to put my friends duck in my sig

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