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The modelers here have inspired me to take the plunge and contribute one of my own. I know I still need a little practice but, I'm think I'm about ready to rig and animate this beast.
I did a little bit more to the model, but in all reality - I don't intend to waste anymore time on it. I never intended to bring the model this far to begin with. However, I'm not going to just throw it away, I am releasing it for anyone that wants to mess with it. I don't want you to be disappointed though so I am going to tell you everything that is wrong with it right now.
1) suffering from humpty-dumpty syndrome in side-view (that's what I get for starting with a cylinder)
2) top of head and bottom of feet do not exist
3) UVs are mapped horribly
4) mesh needs more edge loops in turning points if you intend to animate it
5) the foot needs a seam to separate front and back and then to be properly UV mapped accordingly. The foot is also way too long
6) arms are too long
7) face needs to be extruded and subdivided the mirror has not been applied so actually only half the model is UV mapped
Fix these 8 issues (at least) and you will have some kind of Ranger model to play with. Have fun.
what is good about this model?
1) all UVs are pinned so you can add loops and unwrap all you want without having to reposition all the UVs
2) there is a modicum of decent topology
3) it was made in 2.49b and is nothing but a mesh so it should be editable in basically any blender
4) the poly count is very low
when I look at him in front view I think: Go ahead and shoot me. Maybe he would be useful as target practice or something.
I wanted to share something with you guys. I can "say" that I can model way better than the model this thread was created for, but talk is cheap. I have been modeling in blender for 4 years. here is an example of when I'm not making jokes. No z-brush (or anything other than blender for that matter). This is sheer vertex manipulation and a little bit of the sculpt tool.
This model is also not complete. It has an entire body but there is still a lot of sculpting to do below the pectorals all the way to the feet. There are a few poles, but in all the 4 years I have been modeling, I have yet to find away around them. Another subdivision would make the poles inconsequential if they aren't already. The intent of this model was to bake the normals onto a lower poly mesh anyway.
An experienced modeler may notice that I don't pull the arms straight out of the shoulders. I see that being done a lot and it seems wrong to me. In a relaxed position all of my edge loops would have proper designation (ie...horizontal edge loops would be horizontal, re: for verticals). Pulling the arms straight out of the shoulder would make vertical edge loops horizontal when the model is in a relaxed position.
Anyway, I'm not a noob, this thread was just some Sunday fun.
It was never meant to get past the first pic. I know how to model. Maybe not anywhere near as awesome as Tea Monster but definitely better than this garbage.
"i am retarted, hug me"
LOL! I thought the same thing!
Please don't listen to Tea Monster, stuff like facial movement absolutely isn't Quake./// not bad, keep at it. Proportions are hardest to get right. Youtube has some good tutorials on animating walk cycles.
I'm not rigging a face for this POS! LOL! I did however already stretch out the torso and tweak some other proportions. If you notice, there is no reference. So essentially I used the most retarded modeling technique ever and created it "in the dark". If I actually do any animating of this, Imma just bind an armature from a previous model that already has animations for stuff like walk/jump.
It looks great BUT I think his thumbs are 2 pixels too short.
Psssh, what do you know...(lol)
Originally posted by Tea Monster
the posted image
{reverts back to self that is a complete moron} - Oh wow that is a lot more involved than my first model. Could you show me how to make that run? I was weight painting forever and I couldn't get the legs to move right.
forgive me for being naive but it looks like the same quake model
LOL!
----------------
This was a fun little thread for me. I hope you guys laughed as much as I did (which was a whole lot). It was maybe not the most productive Sunday, but it felt like a real day off.
I really like how this is one of the more *faithful* models I have seen for Quake. Please don't listen to Tea Monster, stuff like facial movement absolutely isn't Quake. And I know that because I have a Quake-related blog.
I hope you don't mind, but I took the extreme liberty of doing a paint-over of your original mesh. I think I worked out a way of fixing the deformation issues you described. This may blow your poly budget, but it will give you an amazing range of movement with little texture stretching. With this you should be able to get a full range of facial movement as well.
The only real downer I see is that you may have to re-bake your maps, and might even have to re-uv map. Man, that would suck at this stage.
Dude, you were born before your time. I mean, the new mesh is OK, but don't throw away your principles due to the limitations of modern technology. I'm sure I speak for all of us that we would consider this the reason to upgrade to that top-level GeForce card that we've been putting off due to children's birthdays, wedding aniversarys and other unimportant stuff.
I hope you don't mind, but I took the extreme liberty of doing a paint-over of your original mesh. I think I worked out a way of fixing the deformation issues you described. This may blow your poly budget, but it will give you an amazing range of movement with little texture stretching. With this you should be able to get a full range of facial movement as well.
The only real downer I see is that you may have to re-bake your maps, and might even have to re-uv map. Man, that would suck at this stage.
Dude, you were born before your time. I mean, the new mesh is OK, but don't throw away your principles due to the limitations of modern technology. I'm sure I speak for all of us that we would consider this the reason to upgrade to that top-level GeForce card that we've been putting off due to children's birthdays, wedding aniversarys and other unimportant stuff.
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