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FPSC Classic Models and Media / Some kind of weird Cyborg (WIP)

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torti
18
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Joined: 18th Aug 2006
Location: In the mount doing some ground and pound
Posted: 16th Sep 2006 03:13
Hi@all.

I still try to improve my modeling skills, as they are far away from anything that can be called good. After i decieded to buy game space (great programm) and several hours watching 3dbuzz i began to create a generic enemy. I was a bit inspired by metal gear solids ninja cyborg, and that the progress that far.
My texture skills are mcuh more worse then my modeling skills, but i try my best.
Some tips could come in handy, especially for the texure (still working at the torso) and the mesh.

thanks

torti

1. screeny textured

Bicos aim dschreman, mai inglisch is not so well

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torti
18
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Joined: 18th Aug 2006
Location: In the mount doing some ground and pound
Posted: 16th Sep 2006 03:14
2. the wireframe (havent counted poly yet)

Bicos aim dschreman, mai inglisch is not so well

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Cut scenes
18
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Joined: 12th Jul 2006
Location: Never leave your back to a door...
Posted: 16th Sep 2006 05:16
Nice you're about as good as me I think this looks awesome. I am not forum called "good", but from my perspective it's great.

"People are easier to search when they're dead."--Captain Barbosa
torti
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Location: In the mount doing some ground and pound
Posted: 16th Sep 2006 11:50
Thanks cut scenes.
I think i have to change the skin, this snake like think i added dosent look pretty good.

Bicos aim dschreman, mai inglisch is not so well
SpyDaniel
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Location: United Kingdom
Posted: 16th Sep 2006 13:05
The mesh looks pretty messy, what did you model it from? which shape?

Cut scenes
18
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Location: Never leave your back to a door...
Posted: 16th Sep 2006 17:43
Looks about as good as my meshes and i think they're fine so your mesh looks fine. 1 Thing though add edge loops on the arms and legs they wont animate well.

"People are easier to search when they're dead."--Captain Barbosa
Havok
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Joined: 29th Jul 2005
Location: In a box
Posted: 17th Sep 2006 00:38
No offense Cut scenes, but his are a bit better than your's. But anyways, looks great. A couple pointers, though, there are enough loops in the elbow area, but not enough in the legs. You need at least 3 in order for it to deform well. Also, on the elbows aswell as for the legs, you should check out the link to one of Ben Mathis' tutorials on loops and deformation: http://www.poopinmymouth.com/process/tips/limb_deformations.gif


I know Karate, Kung Fu, and 47 other dangerous words...
Cut scenes
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Joined: 12th Jul 2006
Location: Never leave your back to a door...
Posted: 17th Sep 2006 01:48
Ok i won't take offense, if you look at my last thread it is abit different than my otheres heres the link. I understand if you ook at this and you think his is better than thats ok but i want a level playing field.
http://forum.thegamecreators.com/?m=forum_view&t=88679&b=24

"People are easier to search when they're dead."--Captain Barbosa
torti
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Location: In the mount doing some ground and pound
Posted: 17th Sep 2006 18:23
Thnaks for the help guys.
i tried a little animaton and i definitely need to create more loops around the arms and legs.
@higgins - what do you mean with messy? a special area? i used a simple human sketch i found on google.

torti

Bicos aim dschreman, mai inglisch is not so well
torti
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Location: In the mount doing some ground and pound
Posted: 18th Sep 2006 22:17
Hi.

I finished (or something like that) Texturing the cyborg.
Here some screenies.
1. front normal

Bicos aim dschreman, mai inglisch is not so well

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torti
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Posted: 18th Sep 2006 22:17
2. front with wounds

Bicos aim dschreman, mai inglisch is not so well

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torti
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Posted: 18th Sep 2006 22:18
3. back

greets torti

Bicos aim dschreman, mai inglisch is not so well

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torti
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Posted: 19th Sep 2006 13:52
Bump mapped front
(too bad that the german version of fpsc does not support bump mapping)

Bicos aim dschreman, mai inglisch is not so well

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torti
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Posted: 19th Sep 2006 13:53
bump without wounds, they actually look strange bump mapped

Bicos aim dschreman, mai inglisch is not so well

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Silvester
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 19th Sep 2006 16:12
Thats quite cool dude,do you model for free?

if so,maybe we can work together to get a nice FPSC game done?

torti
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Location: In the mount doing some ground and pound
Posted: 20th Sep 2006 01:07
I dont really think that my skills are far enough for this, but we can give it a try. you can send me an email and tell me what you are thinking about and i will make a test modell (of course for free).
So we can figure out if its good enough.
Over all, i am honoured by your request

torti

Bicos aim dschreman, mai inglisch is not so well
Cut scenes
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Posted: 20th Sep 2006 02:27
Cool looks way better with the bump map.

"People are easier to search when they're dead."--Captain Barbosa
Silvester
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Location: Netherlands
Posted: 20th Sep 2006 07:37
Quote: "I dont really think that my skills are far enough for this, but we can give it a try. you can send me an email and tell me what you are thinking about and i will make a test modell (of course for free).
So we can figure out if its good enough.
Over all, i am honoured by your request

torti
"


im no "Master" modeler either Torti,but your Human Anatomy seems better then mine,and Cartoony looks cool

i will email you when back from school.

Silvester
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Location: Netherlands
Posted: 22nd Sep 2006 18:55
BUMP

Torti,i cant email you.it seems you have no email adress in your prfile.please email me.

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