That was really random... I hope you start getting 11fps, just for posting that.
:On Topic Now...:
That model looks good. Are you sure that it is your 1st? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If this was phased to the customization forums you'd have alot more support/hints/etc
But nice model so far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
1) Surge, report this post if you'd like it moved to Customization.
2) The groin needs to move down several inches, and you need to put it some flex points at the hips or he's going to have a LOT of mesh stretching when he runs.
Nah that's okay, coil. Thanks for the tip though, I'm still working on lowering the groin, but it's being difficult. Here's a <b>very very very very VERY</b> early Work-in-progress on the helmet. I'm working on getting it smaller and rounder, at the moment, and once I'm done with it I'll get the heavy neck plate in and work on the legs.
On a similar note... DAMN! 6 pages down in less than a week. This forum gets lots of posts.
EDIT: oh almost forgot, here coil, I already moved it down in this updated WIP...
More progress on the helmet. As you can see, it's starting to shape up... It's up to about 300 faces total, and that'll go up to about 500 when I make it tris.
dude very nice work... i have a way to do with proportion, i just "cut" the body or structur in half, copy and paste. then i flip it horizontal; i then math up the groin of the structur (if it has one) lolz or the mid hip points and i start to "attach" it to the other side in the middle, just imagine a small line through the middle so you dont lose track. ^_^ i dunno if this helps but oh well lolz
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
The belt and groin need to come down further. About 1/3 the length of those thighs or so, so the legs are shorter. Also need a bit more detail in the upper thighs, as for the moment they won't deform properly in a run cycle, nor do they bulge correctly for the muscle that would be there. Look more like cylinders than legs.
And Frostymoose, I tend to prefer to take a model to high-res level beforehand, and use Maya's handy dandy face reduction calc. Sure, it might not give you the kind of detail that manually face-cutting can over a few hours.. but it gets damn close, and only takes about five seconds to type in how many triangulated faces you want the final polymesh to have and hit 'convert'. Seems to get curves a LOT more accurate with far fewer faces than I'd use, and keeps the little details I want. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
Surge: GREAT first model! I'd sure as hell love to learn to model that, since that is the #1 thing I wanna learn how to do, is model people(and ESPECIALLY animations. Games like prince of persia make me really go in awe over that stuff)
<!--QuoteBegin-BlackPlague+Apr 4 2004, 02:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPlague @ Apr 4 2004, 02:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dude very nice work... i have a way to do with proportion, i just "cut" the body or structur in half, copy and paste. then i flip it horizontal; i then math up the groin of the structur (if it has one) lolz or the mid hip points and i start to "attach" it to the other side in the middle, just imagine a small line through the middle so you dont lose track. ^_^ i dunno if this helps but oh well lolz <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> OMGLOLOL... er, wait... I already do that. Except it's easier than how you put it. I just mirror the geometry and tell it to auto weld the ends. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Talesin+Apr 4 2004, 10:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Apr 4 2004, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The belt and groin need to come down further. About 1/3 the length of those thighs or so, so the legs are shorter. Also need a bit more detail in the upper thighs, as for the moment they won't deform properly in a run cycle, nor do they bulge correctly for the muscle that would be there. Look more like cylinders than legs. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ...maybe he's an anime schoolgirl out to defend the planet! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
It's very nice...I think I should try modelling again...because when I tried it was with Milkshape, and their tutorial didn't work right on my Win98 computer three years ago (...as in, none of the pictures showed up). I ended up with a knife that looked like a messed up, missing polygons, vorpal blade from Dungeon Master 2 (it was supposed to be a Counter-Strike/Natural Selection/Firearms Knife).
Comments
The
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That was really random... I hope you start getting 11fps, just for posting that.
:On Topic Now...:
That model looks good. Are you sure that it is your 1st? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I've tryed modeling b4 and can't get it...
But nice model so far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
2) The groin needs to move down several inches, and you need to put it some flex points at the hips or he's going to have a LOT of mesh stretching when he runs.
Nah that's okay, coil. Thanks for the tip though, I'm still working on lowering the groin, but it's being difficult. Here's a <b>very very very very VERY</b> early Work-in-progress on the helmet. I'm working on getting it smaller and rounder, at the moment, and once I'm done with it I'll get the heavy neck plate in and work on the legs.
On a similar note... DAMN! 6 pages down in less than a week. This forum gets lots of posts.
EDIT: oh almost forgot, here coil, I already moved it down in this updated WIP...
<img src='http://home.insightbb.com/~bghsurge/images/fbwip2.gif' border='0' alt='user posted image' />
More progress on the helmet. As you can see, it's starting to shape up... It's up to about 300 faces total, and that'll go up to about 500 when I make it tris.
And Frostymoose, I tend to prefer to take a model to high-res level beforehand, and use Maya's handy dandy face reduction calc. Sure, it might not give you the kind of detail that manually face-cutting can over a few hours.. but it gets damn close, and only takes about five seconds to type in how many triangulated faces you want the final polymesh to have and hit 'convert'. Seems to get curves a LOT more accurate with far fewer faces than I'd use, and keeps the little details I want. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
OMGLOLOL... er, wait... I already do that. Except it's easier than how you put it. I just mirror the geometry and tell it to auto weld the ends. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
...maybe he's an anime schoolgirl out to defend the planet! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
It's very nice...I think I should try modelling again...because when I tried it was with Milkshape, and their tutorial didn't work right on my Win98 computer three years ago (...as in, none of the pictures showed up). I ended up with a knife that looked like a messed up, missing polygons, vorpal blade from Dungeon Master 2 (it was supposed to be a Counter-Strike/Natural Selection/Firearms Knife).