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3 Dimensional Chat / Lizard Boy - Another random model, textured for once :P

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 22nd Dec 2006 04:08 Edited at: 22nd Dec 2006 04:08
Yep,



I forget the poly count, I think the unsmoothed was under 300. Anyhoo, just me modelling more random things...

indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 22nd Dec 2006 08:27
I like your style Ruccus, however with this one it clearly shows issues when you get to animating.
the arm joints and leg components might be tricky to bend, a few more polys and that would be solved. The pointy tail takes away from the rest of the smooth shape, perhaps also make the tail tip a bit softer or rounded. The characters right fore arm appears to have some extra polys, is this a scar or something? if you do want to compliment your model with features, you might want to make it a little larger or more prominent. You should seriously consider grouping all your models into a collage like i have been suggested to do with DT monsters, that would look awesome, if you can render them with shadows in the render as well.

good work again mate, you have enough data now to make a fantastic kids game.

RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 22nd Dec 2006 13:35 Edited at: 22nd Dec 2006 13:39
Thanks indi, about the tail, I had it rounded a bit before but he looked to much like one of those blow up pool toys . The low poly verrsion fits the tail a bit more though.

Animating is my biggest problem, I cant grasp rigging a model with bones, even though Ive went through a bunch of tutorials, they all tend to make assumptions that if you're on the level of adding bones to a model, you know a lot of things about the modelling program.

I did a collage of all of my models last month, I was trying to make it my sig since they were all grouped around my 3D "RUCCUS" logo, but it was way too big vertically .

Been thinking of switching my job interest from programming to 3D graphics for pixar movies, Id have to get over the low poly habit though .

<EDIT>

Oh, about the extra polygons on the right forearm and left leg, I was planning on the guy wearing a metal suit and actually being a cat when I modelled him , so the extrusions were going to be parts of the armour, just to break the symmetry. Thats why his right foot is thicker too, it was going to be a boot while I was going to make his left just a bare foot.

- RUC'

indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 22nd Dec 2006 14:01
Its hard to explain with words but here goes.

on your characters arm the first shoulder component is ok, the next part is expanded and then there is 3 more divisions that taper off.

the largest expanded component of your arm and the next area after that would make a good joint area, however currently in its state the fat part should be moved perhaps down one series of ngons.

this area should be sub divided as well once more so it can handle the stretching.

if you make an arm model and mess with it it will solve the knee joints.
the last thing to test is the limbs connecting to the chest and torso.

if you focus on those areas it will cover the rest of the problems with animating the other areas.

RUCCUS
19
Years of Service
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Joined: 11th Dec 2004
Location: Canada
Posted: 22nd Dec 2006 20:39
Its been raining all day so , nothin much to do but model...



Just modelled him randomly, didnt have any idea in mind, came out being a weird sort of spacey pixy squirrel thing .

(Oh, thanks for the animating tips indi, again I have more trouble actually setting up the bones properly than actually getting the proper edge loops on the models).

- RUC'

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