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3 Dimensional Chat / Cartoon Squirrel Model

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 1st May 2006 01:23
Not sure if Im going to complete the game that this guy's meant for, but just thought I post it up here for... ... no reason

Comments/crit welcomed;



824 Polygons (fully animatable jaw, eyes/lids, and joints)

- RUC'

Chewy
18
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Joined: 1st Jan 2006
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Posted: 1st May 2006 01:25
Loving it mate!

What 3D program you using?

Is it textures or are the faces just painted with inbuilt colours?

Chewy
---------------------------
AMD Athlon64 3500 2.2GHZ | 1024MB ram | ATI FireGL v3100 128MB | WinXP
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 1st May 2006 01:27 Edited at: 1st May 2006 01:27
My bad I forgot to mention. Made with Wings 3D, they're just temp vertex colours for now until I master my texturing skillz. Thanks for the quick reply

Pincho Paxton
21
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Posted: 1st May 2006 01:41
Cool! Call it Chewy.

Chewy
18
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Posted: 1st May 2006 01:42 Edited at: 1st May 2006 01:43
was on the forums at the time

May I ask how much experience you have as a modeller mate?

Aswell, UV Mapping? lol

Opps I forgot to mention, can I see a wireframe mate of your model and ask where your inspiration came from? Its the type of style im trying to go for with my modelling but its just not coming

Chewy
---------------------------
AMD Athlon64 3500 2.2GHZ | 1024MB ram | ATI FireGL v3100 128MB | WinXP
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 1st May 2006 02:00 Edited at: 1st May 2006 15:26
Ive been modelling off and on for about 3 years, but I've actually been trying to model for about 1 year.

Go here to see not all but a bunch of my models (all created in Wings 3D. I have 3DS Max but Im only just learning of it's true power now)

Wireframe;



As far as inspiration... Im not really sure. Its just a feeling I think Usually when I model cartoon-ish things I keep in mind that my version of cartoon means big heads, small bodies, huge eyes, and low detail. If you go to the link I mentioned and hit next a few times you'll see one of my first attempts at creating a good model - a snowboarder - and it was meant to be cartoonish as well. Now that I look at it, it has a lot of similarities to this one... Here's one of the pics:

<removed, not needed>

Thanks for the great comments so far ,
- RUC'

Chewy
18
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Posted: 1st May 2006 02:07
you have definatly improved then over time looking over your work.

is all done within Wings 3D?

Chewy
---------------------------
AMD Athlon64 3500 2.2GHZ | 1024MB ram | ATI FireGL v3100 128MB | WinXP
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 1st May 2006 02:32
Yep, except for Cattlerustler and Rez - modelled in Max, and that car breaking through the wall - modelled in bryce. Though a lot of those images are renders from Max as Wings 3D's renders are poop.

Xander
21
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Joined: 3rd Mar 2003
Location: In college...yeah!
Posted: 1st May 2006 02:38
Nice, he'd be awesome animated. I'd name him Bucky. Bucky Nuts.

Xander Moser - Bolt Software - Firewall
Phaelax
DBPro Master
21
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Joined: 16th Apr 2003
Location: Metropia
Posted: 1st May 2006 02:40
what was the name of that game with the bad-mouthed, trash-talking squirrel?


MikeS
Retired Moderator
21
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Joined: 2nd Dec 2002
Location: United States
Posted: 1st May 2006 02:43
Conker

--------------
Hey, really nice style models, very cartoony, and good use of geometry. You could probably erase a lot of the vertices on the eyes that you can't see(the ones in the head).

Nice work Ruccus.



A book? I hate book. Book is stupid.
(Formerly Yellow)
RUCCUS
19
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Location: Canada
Posted: 1st May 2006 02:53 Edited at: 1st May 2006 02:54
Bucky looks at Phaelex strangly.



"Bucky: Wutchu tryin to say..."

Ok enough image posts for RUCCUS

Mike thanks for the input but those verts are there so the eyes can animate properly. Unless you're talking about the actual eyeball in which case I can see your point but with under 1K verts, Im willing to let it slide

indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 1st May 2006 13:12
great work, now chop him down the middle and make one half of the texture, then duplicate your half mesh and apply to both sides.

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself &#63743;
Chewy
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Joined: 1st Jan 2006
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Posted: 1st May 2006 13:37
not being funny indi, i dont think it needs texturing.

The only thing I could suggest if you are thnking of texturing him, is lining where colours meet to make things stand out and maybe turn his pupils etc into a texture on the eyeballs

Chewy
---------------------------
AMD Athlon64 3500 2.2GHZ | 1024MB ram | ATI FireGL v3100 128MB | WinXP
indi
22
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Location: Earth, Brisbane, Australia
Posted: 1st May 2006 13:39
you would want to make a texture for him, this would improve his overall character.
with textures you could add
fur patches
whisker points
odd colours of fur in the right places
freckles on his head and face.

chopping the character in half is one sure fired texturing method but for assymetrical characters it half works.

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself &#63743;
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 1st May 2006 14:34
He is symmetrical and I will be texturing him eventually, its just I'm still learning how to UV map properly. I have Lithunwrap and Im able to make an "ok" UV Map but only after hours of work with moving vertices around. I've heard everyone saying 3DS Max's UV Mapper is one of the best so I've been trying to get to grips with it but its fairly confusing on its own.

Thanks for the comments.
- RUC'

Wiggett
21
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Joined: 31st May 2003
Location: Australia
Posted: 1st May 2006 16:22
that just as awesome as my pirate minkey model. they must make a game together. good work.

Syndicate remastered: Corporate persuasion through urban violence.

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