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3 Dimensional Chat / Need some crit on my models

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Blazer
23
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Joined: 22nd Oct 2002
Location: United States
Posted: 6th Jun 2006 00:38 Edited at: 6th Jun 2006 00:40
I have had a lot of time to model becuase I'm waiting for the nuclear glory sight to come back up. This is what I have been doing for the last few weeks.







If you can't tell he's a wizard I should scrap him now. He's untextured because I can't think of a good color set, should I go lord of the rings (one color), final fantasy (straw hat and blue clothes), or something else. Also what hairstyle do you think he needs? I want him to be in his 30's, mabey blond w/ a beard.









Here's my archer. I still need to do a lot of detail in texturing, and I will probably change his hair style. My worries are does he look militaryish? Also are the sleeves stupid? Finaly is the quiver good there or should I do the typical over-the-shoulder quiver?








Finnaly the soldier. I took bits and peices of armor I liked. I know he has some major week spots (stomach, legs, and neck), but I don't want him to look too encoumbered. My problem is he looks too....... colorless. His sheild will have an ensignia, but thats not enough, where else can I put some color. Finaly does he need something on his helmit? A fin or a roman plumb might look good (I hate roman plumbs so much). I also have a lot of texture detail to do on him.

They all are around 1500 polys. Tell me what you think, be harsh, I want to get them right.

p.s. what should I make next? (theif, phalanx, paladin, cleric, ect...)

Roses are RGB(255,0,0) violets are RGB(0,0,255)...
Pincho Paxton
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Posted: 6th Jun 2006 00:52
The archer has too much collar around his neck. The rest look OK. The knight can have an insignia on his chest. You need some shine on his armour too. Try putting some lights on the texture.

Blazer
23
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Joined: 22nd Oct 2002
Location: United States
Posted: 13th Jun 2006 18:25
*bump*

Roses are RGB(255,0,0) violets are RGB(0,0,255)...
mo2970
20
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Posted: 15th Jun 2006 22:32
dang they are really good, what program u doin those in? and i agree with pincho on the collar but they look really good
Medieval Coder
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Posted: 22nd Jun 2006 17:26
What do you mean by lights on the texture?
Sven B
21
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Joined: 5th Jan 2005
Location: Belgium
Posted: 22nd Jun 2006 19:13
It looks like a Milkshape render...

I would like to know where you learned to model those faces like that. I have spent hours and hours on tutorials for modeling faces, or the right proportions, but never found anything...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Pincho Paxton
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Posted: 22nd Jun 2006 20:05
Quote: "What do you mean by lights on the texture?"


There are two ways to put lights on a texture. You can use the Photoshop filter, render lighting. Or you can render a 3D image with lights shining on it, and use the render as a texture.

Oddmind
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 22nd Jun 2006 20:29 Edited at: 22nd Jun 2006 20:29
Well photoshop filters are all good until someone gets hurt.

What you need to do is study how light hits objects and then (starting out) use the dodge and burn tools to get a good feel of where it comes and goes and leaves shadows. Then once you get more experienced and start learning about true color (the fact that shadows usually are not just grey but a shade of blue or red ect) then you can just pick from your color pallete the color to use for the shadow and everyone will be happy .

EDIT: think of it as manually lightmapping a character model.

formerly KrazyJimmy

I'm the lizard king, I can do anything.
Blazer
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Joined: 22nd Oct 2002
Location: United States
Posted: 23rd Jun 2006 00:19
thanks. I donno about the shadows, I'm not a professional after all, but I'll see what I can do. I didn't use a tutorial for my models. Here's what I did:

First I got about 2 years of experiance in milkshape (the step everyone hates)

Next I went to a refrence site and got like 20 pictures of anatomy. (get at least a side and front of major body parts: head, waist, torso, arms, and legs)

Then I decided what type of game I wanted to make (an action adventure), and decided I wanted around 1500 polys.

Finnaly I did nothing but model a basic figure, using the refrence pics, for like 2 weeks.

Now when I want a model, I take my base guy, alter him to look like clothes and I'm done.



even if you dont follow these steps try modeling with refrence pics. You'll be supprised at how much it helps.

Roses are RGB(255,0,0) violets are RGB(0,0,255)...
BiggAdd
Retired Moderator
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Joined: 6th Aug 2004
Location: != null
Posted: 23rd Jun 2006 01:20
Your models are very good. I think maybe you should make the textures more detailed. Put some scratches on the armour as if it has been worn.

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