So I'm Making My First Model

SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
<div class="IPBDescription">Nothing related to NS, large images</div> So I decided to pick up modelling because I got my hands on the UT2k4 Special Edition and am watching the tutorials. I started on my marine and this is what I have so far, after about 30 minutes to an hour of work (hey, give me some slack, first model attempt)...

<img src='http://home.insightbb.com/~bghsurge/images/modelwip.jpg' border='0' alt='user posted image' />
You probably can't see anything...

<img src='http://home.insightbb.com/~bghsurge/images/art/marineref1.jpg' border='0' alt='user posted image' />
The front reference...

<img src='http://home.insightbb.com/~bghsurge/images/art/marineref2.jpg' border='0' alt='user posted image' />
Side Reference...

<img src='http://home.insightbb.com/~bghsurge/images/art/marineref2arm.jpg' border='0' alt='user posted image' />
....

<img src='http://home.insightbb.com/~bghsurge/images/art/marfcwip.jpg' border='0' alt='user posted image' />
Work in Progress.

I'm tweaking it a bit to try and make it look well before I start adding polys to make it well... not get concave polys. I'll probably wind up just using something to turn them into tris. So yeah. Any tips? It's still quite early, so I'll periodically update here when I get work done. Also, I suck texturing, so if you'd like to skin it once I'm done, stick around... Despite the fact it's unclear when I'll finish. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
«1

Comments

  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    wow, I'm impressed, looking forward to the result...

    I'm not nerdy enough -- you said first model, and I was thinking model airplane or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    About done with the arms... need some tweaking though.

    <img src='http://home.insightbb.com/~bghsurge/images/modelwip4.gif' border='0' alt='user posted image' />
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    I have 4 words for you: Damn that looks good!
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    OooOOo purrrrdddeeeee.... I really need to get into modelling and mapping... but alas I spend more time playing than contributing... oh well. Actually I was planning on doing a map for Call of Duty.
  • OmegamanOmegaman Join Date: 2004-01-11 Member: 25239Members
    Sweet Jesus, that is one tight marine.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Looks great, although I think you didn't put in enough knees! ;)
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    <!--QuoteBegin-DOOManiac+Mar 27 2004, 09:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Mar 27 2004, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks great, although I think you didn't put in enough knees! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    OMG you stole my joke Doom. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • enforcer0007enforcer0007 Join Date: 2004-02-26 Member: 26916Members
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> sweet!!!! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    meshflow is virtually non-existent. the shoulders aren't beleivable
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    edited March 2004
    You're right, Doom. I haven't started on his legs yet.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    omg 5 1/2 knees
    god I remember one of those conversations
    hilarious <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->


    anyway, looking very good, especially for first model. I cant talk seeing as I never made a model... but my first try would def be nowhere as good as that one. congrats!
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Windelkron+Mar 27 2004, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Mar 27 2004, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->omg 5 1/2 knees
    god I remember one of those conversations
    hilarious <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Uhhh.... huh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    5 1/2 knees?
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    <!--QuoteBegin-Dragon_Mech+Mar 27 2004, 10:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Mar 27 2004, 10:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Windelkron+Mar 27 2004, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Mar 27 2004, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->omg 5 1/2 knees
    god I remember one of those conversations
    hilarious <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Uhhh.... huh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    5 1/2 knees? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Would you prefer 5 1/2 ears? Or perhaps 5 1/2 pe..... uh... mebbe I shouldn't go there.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    Nice work, but totally out of perportion.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Awesome for a first model. First of all, where'd you get Maya? Second of all, try to keep you model in a series of concentric lines. You don't want polygons flowing every which way, ESPECIALLY in areas like the shoulder or waist, which will need to deform a lot. Try to keep detail high and geometry clear around joints.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Tycho, that's Maya PLE, a free download from the Alias Wavefront website. You'll notice the watermark in the lower-right of each pane, and the full-frame nastiness across the perspective view window. Need Win2K+ or WinXP to run it, won't work under Win98 or ME.

    Surge, I work in Maya a good bit and I'd have to recommend (if you want a VERY believable model) that you start off working in NURBS to get the general shape, move to polys for minor tweaking and joining the segments, then Sub-D for detail and final tweaks. Then take it back to polys for reduction/optimization, skeletal binding, and animation.
    Allows you to have much smoother curves (even after reduction, they tend to be more believable than hand-created) and a more organic flow.

    The down side is, you have to know how to swap from NURBS to polys, join 'em and seam 'em with as little work as possible, then fix any nonmanifold geometry before it'll allow you to take it to Sub-D. Which takes practice, and a LOT of isoparm/edge counting.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-Talesin+Mar 28 2004, 02:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Mar 28 2004, 02:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tycho, that's Maya PLE, a free download from the Alias Wavefront website. You'll notice the watermark in the lower-right of each pane, and the full-frame nastiness across the perspective view window. Need Win2K+ or WinXP to run it, won't work under Win98 or ME.

    Surge, I work in Maya a good bit and I'd have to recommend (if you want a VERY believable model) that you start off working in NURBS to get the general shape, move to polys for minor tweaking and joining the segments, then Sub-D for detail and final tweaks. Then take it back to polys for reduction/optimization, skeletal binding, and animation.
    Allows you to have much smoother curves (even after reduction, they tend to be more believable than hand-created) and a more organic flow.

    The down side is, you have to know how to swap from NURBS to polys, join 'em and seam 'em with as little work as possible, then fix any nonmanifold geometry before it'll allow you to take it to Sub-D. Which takes practice, and a LOT of isoparm/edge counting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh, PLE used to have a huge giganto watermark over just about everything. Nice to see that they changed it.

    I prefer to do the basics of a model in either sub-d or polygon, and then do all the refinements in polygon. It helps to keep your polycount at it's limit, and lets you get a feel for what the model's going to deform like when you're completely done.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    <!--QuoteBegin-Talesin+Mar 27 2004, 11:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Mar 27 2004, 11:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tycho, that's Maya PLE, a free download from the Alias Wavefront website. You'll notice the watermark in the lower-right of each pane, and the full-frame nastiness across the perspective view window. Need Win2K+ or WinXP to run it, won't work under Win98 or ME.

    Surge, I work in Maya a good bit and I'd have to recommend (if you want a VERY believable model) that you start off working in NURBS to get the general shape, move to polys for minor tweaking and joining the segments, then Sub-D for detail and final tweaks. Then take it back to polys for reduction/optimization, skeletal binding, and animation.
    Allows you to have much smoother curves (even after reduction, they tend to be more believable than hand-created) and a more organic flow.

    The down side is, you have to know how to swap from NURBS to polys, join 'em and seam 'em with as little work as possible, then fix any nonmanifold geometry before it'll allow you to take it to Sub-D. Which takes practice, and a LOT of isoparm/edge counting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    well...that completely depends on whether or not he's going to be making a game model or a high LOD model...looks more like he's trying for a game model to me.
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    edited March 2004
    Well the forums have been down, otherwise I would've shown the updates I've made... so here.

    Oh and thanks for the comments, guys. Also, I <b>did</b> start with concentric and sub-divided areas, btw. I split polygons up to make some details, like in the cloth on the arm. And Tycho, they have a Personal Learning edition for download, as well as on the Unreal Tournament 2004 sixth CD.

    Here's the updated torso. I'm gonna move the **** <groin> (oh what the hell, I can't see cro-... eh) down a bit...
    <img src='http://home.insightbb.com/~bghsurge/images/torsowip.gif' border='0' alt='user posted image' />

    Here's the legs combined with the torso (mirrored). I'm gonna work on the **** <groin> (FFS....) area and fix up the legs a bit, soon, as they aren't finished, of course.
    <img src='http://home.insightbb.com/~bghsurge/images/bodywip1.gif' border='0' alt='user posted image' />
  • xKORExslimxKORExslim Join Date: 2003-01-11 Member: 12182Members
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    He's got legs!!!! OMG!

    Can we see a head though?
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    edited March 2004
    <img src='http://home.insightbb.com/~bghsurge/images/fbwip.gif' border='0' alt='user posted image' />

    Here's a quick back-front shot after I've fixed up some stuff. As you can notice, there's a little problem with the connection when I mirror it, in the back, and I haven't finished the arse yet.

    This is the last WIP shot with a man who is been decapitated. The next shot will be with the helmet... well, at least a work-in-progress of it. I may not start that today though.
  • ZigZig ...I am Captain Planet&#33; Join Date: 2002-10-23 Member: 1576Members
    he's a bit bowlegged. does he need to be in that jumping jack position? :o

    otherwise vry good lol
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    There needs to be the text at the top of that picture that writes..

    Feel lucky... punk?
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    <!--QuoteBegin-Zig+Mar 28 2004, 10:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zig @ Mar 28 2004, 10:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> he's a bit bowlegged. does he need to be in that jumping jack position? :o

    otherwise vry good lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's the cowboy pose... duuuh.
  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    excellent work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-Zig+Mar 28 2004, 11:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zig @ Mar 28 2004, 11:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> he's a bit bowlegged. does he need to be in that jumping jack position? :o

    otherwise vry good lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's how you model people.

    Great, great job for a first model! I have to check out these tutorials.
  • OrganoXOrganoX Join Date: 2004-03-21 Member: 27473Members
    very nice done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Ultra_SS2_VegetaUltra_SS2_Vegeta Join Date: 2003-09-21 Member: 21079Members
    edited March 2004
    <span style='color:white'>Stay on topic.</span>
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    And how does that have ANY relevence to the thread? None.
Sign In or Register to comment.