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  • Sza
    replied
    hehe nice. first time in life the quake guy becomes a realistic human shape. make the model to the end and i will try to make bad ass high poly skin for him.

    Upd: Lol i mean his hands looks like the mickey mouse gloves but big hands can be very powerful Slap!

    lol https://www.youtube.com/watch?v=QEcpJLRqZ-g

    PS: You can make good uv maps... is it pelt mapping? before a year i have tryied many times to use the pelt mapping in 3d max... the effect was radom but it was not that what i wanted Do you know how to center/mirror the position of the body parts? I need a stand pose for every quake 2 monster and player figures but i dont know how to do this sh... i have another problem... idk how to freeze the polygons... I add sub... blablabla and this stupid program smoothing the egdes! idk where to turn it of! xD
    Last edited by Sza; 02-25-2014, 06:10 PM.

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  • MadGypsy
    replied
    Just a lil test.

    Cloneman to Quakeman in 6 minutes. 6 new edge loops, 1 knife cut, 6 extrusions & 1 gap filled with faces. Aside from that I tweaked a bit.


    I know the ranger has a belt and I used more of a knight armor at his waist... It's good enough. If you can accomplish this in 6 minutes, imagine what you could get in a few hours.

    @Sza - hmm I didn't know that "leaks" mattered. Well, as you can see, I am procrastinating as much as possible on the hands but, I will finish them. I'm just doing what I find fun and hands are not it. I'm probably going to just draw edge loops on my own hand and then model based on that.

    @hands too big - ya, I haven't touched them. They are still too big from way back when my model looked like an office worker with amazing thighs.

    @pus - lol when I started this model he was hung like a few donkeys combined. I decided I wasn't trying to make "The Amazing Penis Avenger" (or some shit) so I castrated him.
    Last edited by MadGypsy; 02-25-2014, 01:24 PM.

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  • Sza
    replied
    Originally posted by MadGypsy View Post
    I mean this one was almost perfect...

    PS: I wanted to load the model and i became warning in mudbox. The model is not closed. I have looked on the model in a another program. There is no thumbs and the hand is much to big, so the model is not ready and i cant use it with MB.

    BTW: Is this what i am thinkin? he have a pus...?
    Last edited by Sza; 02-25-2014, 12:05 PM.

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  • MadGypsy
    replied
    do you want to make another version using the old one?
    No. I finally finished laying out the topology for the entire model except the hands. I removed every triangle that wasn't absolutely necessary and did the final tweaking of vertexes that I'm ever gonna do. Basically, I'm at a point where the topology is as good as I'm ever going to get it, for a model of this poly density.

    I'm not sure what to do about the hands though. I'm tempted to model an entire hand (so I can get everything laid out and proportioned correctly) and then join fingers after.

    @history benchmark

    I didn't know what to call it. Basically I just wanted all the stages of the model in one post.

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  • Sza
    replied
    the new version was okay. do you want to make another version using the old one? ah okay its a history benchmark(what?) I have started to play with mud box and i have done first nice thing. Boobs (only a test)
    Last edited by Sza; 02-25-2014, 11:00 AM.

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  • MadGypsy
    replied
    I'm making this little post simply as a history "benchmark"

    we'll call this the beginning. It's not the true beginning but it is close enough


    imma skip all pirate stuff and call this phase 2


    my last post holds phase 3 so, here are some fun perspective shots


    ---

    Talk about having no direction...lol. This was just supposed to be a boot. Some kind of way it turned into (final idea) a fully rigged and unwrapped humanoid base mesh. That's not the real final idea though. That's just the final idea to finish cloneman. The real final idea resides with whomever takes cloneman and customizes him.

    So, for me, the final idea is a pirate, but my hopes are that cloneman can be easily turned into just about any style of humanoid character, whether he is subdivided to death and sculpted or just simple extrusions and morphs are made.

    I don't intend to move my project from blender 2.49b but I don't want to exclude other editors. I need to figure out a simple way to allow conversion from 2.49 to 2.6. Probably, it's as simple as exporting as some shared file type. I haven't gotten that far yet.
    Last edited by MadGypsy; 02-25-2014, 09:32 AM.

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  • MadGypsy
    replied
    Okey doke, here ya go click

    note: for some dumb reason anonfiles has removed .zip as an allowed filetype. I renamed it .doc and uploaded it anyway. Once you download it, rename it back to zip. contained in the zip is cloneman.obj and cloneman.mtl (even though there are no materials). My guy still does not have thumbs (lol, sorry) what he does have though is a lot of reworked topology.



    How is this any different than the last image I posted?

    Well, I realize it may look damn near identical when not set side by side with the former image but, there are lots of differences.

    1) Legs have been reformed ... I removed the cylinderness of them
    2) chest and ribs have been reconsidered
    3) plenty of triangles have been removed and the edgeflow redirected to compensate
    4) lots of little tedious tweaks that matter mostly in 1/4 views
    5) model has been relaxed
    6) angle of the feet has been changed to better align the main leg edgeflow
    7) hip leading down to groin detail has been removed

    @7 - This model isn't intended to be naked, it's intended to be a base that can be easily clothed. I started thinking more about how edgeloops can be repurposed for clothing and removed some details that clothing would never reveal (ex... a bellybutton, which he never had but you get the point)
    Last edited by MadGypsy; 02-25-2014, 08:36 AM.

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  • Sza
    replied
    I think the best format will be a obj but i think i will do this later. we have here now 6:12 am xD You can export it best as obj and i will try to do later a combat exoskelett
    Last edited by Sza; 02-24-2014, 10:24 PM.

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  • MadGypsy
    replied
    If you are just going to go straight to sculpting, then you probably don't want a rig & .blend. What file format do you want? I could make you a file to play with right now.

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  • Sza
    replied
    Originally posted by MadGypsy View Post
    ... you can be the first one to have a copy.
    Thx i will be nice to sculpt a litlle bit for fun(may be i will do something bad ass who knows...), but the begin will be hard because i have forgot almost everything . Thanks to you i have installed mudbox back after one and half year pause from sculpting

    Originally posted by MadGypsy View Post
    I'm modeling this is in blender 2.49b (lol... cause it's good enough). To make this high poly in blender should be fairly simple. Collapse the knees and elbows to a single edge, remove any other triangles (I think there are 10), subdivide and reroute some edges high poly style, subdivide again... then it can be sculpted.
    I wonder if its harder than in MB... If it takes more time.

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  • MadGypsy
    replied
    I'm glad you like it Sza. Since you seem to be my #1 fan for this lil project, when I have it rigged and unwrapped, you can be the first one to have a copy.

    idk if the pose is good for making high poly models in 3d max or blender
    I'm modeling this is in blender 2.49b (lol... cause it's good enough). To make this high poly in blender should be fairly simple. Collapse the knees and elbows to a single edge, remove any other triangles (I think there are 10), subdivide and reroute some edges high poly style, subdivide again... then it can be sculpted.

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  • Sza
    replied
    idk if the pose is good for making high poly models in 3d max or blender, okay... but its a almost perfect one for use with mudbox, and subdivision will add anough polys, trust me. The only important thing is to center the model. the top side goes a litlle bit to the front, thats why i said "almost" perfect. I guess i think what you mean but for me is a enough good low poly.

    BTW: My download is almost ready....
    Last edited by Sza; 02-24-2014, 08:33 PM.

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  • MadGypsy
    replied
    Your model is in a perfect pose
    Negatory, my pose is "bolt" upright which is actually not good. The model needs to be "relaxed" before adding an armature. Mostly it just needs to be bent at the knees a bit and tilted forward a bit on the torso. Bending at the knees is not as simple as just proportionally editing the knee geometry forward, though. I need to rotate the entire leg forward then rotate from the knee down back and then adjust the caster of the ankles/foot. The torso rotation is going to be almost non-existent. Maybe 2 or 3 degrees (with the hip as the axis), just enough to make the spine a little more relaxed.

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  • Sza
    replied
    you can do a litle bit high poly model (using your low poly) with normal 5 fingers and bake it. than put it on the new low poly version. I will do it (q2 monster skins) in the future the same way but i will use mudbox. Your model is in a perfect pose so it will be very easy but q2 monster models have no standard stand pose like this one so it will be fokin hard... idk how to center the modells and how to mirror the body parts postions from the left side to the right and/or vice versa

    Here is what i mean. The 3rd pic is a low polymodel but he uses normal map which was baked from the high poly. this 3 pictures uses the same model size and shape but he have added some polys and baked it as normal for the simple model which you can see on the first pic. all you need is to do a "med poly" 3 finger shape, bake it, and put it on the original low poly. This way you can add even more than this(bad ass details and shapes) if you want but you know it already. The base low poly and high poly should not have to big shape size differences because it will look shit.

    Idk exactly what you mean but i do simple (in Mudbox) add subdevisions(?) (idk if it was the name) to make high poly from the original low poly q2 model. After that i make a high poly details not only for the fingers and the bullet holes or a screws, but for the whole (extra shapes which making a model look like a high poly) model. Than i simple bake it as normal. This method is very good only if you want to do details for whole model(every part of the model).

    The low poly is ready so you need to start to doing high poly May be some robot with nice metal shild plates. Something like robocop? Hmm... i could make for you high poly details too because you have a perfect stand pose so i can work very good with the mirror function. Shit i have now a very nice vision in my head! but i must download and install mudbox first! fooook! I need some time to download it! hold on Do you want to change the base low poly model a litlle bit? I mean do you want to add/make some extra shapes?




    Last edited by Sza; 02-24-2014, 06:25 PM.

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  • MadGypsy
    replied
    I see some other tweaks that need to be made but mostly I think I can just add thumbs and this model will serve as a decent base mesh.

    I want to unwrap it and rig it, then I want to add back in all the clothing details I removed.

    Maybe you (@Sza) could texture it... texturing is my weakest point and it seems to be one of your strongest.

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