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My secret project revealed
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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.
The Model .blend and skin fileLast edited by MadGypsy; 08-27-2012, 01:13 PM.
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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.Last edited by MadGypsy; 08-27-2012, 12:23 PM.
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This shit sucks...
"i am retarted, hug me"
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.
It looks great BUT I think his thumbs are 2 pixels too short.
Originally posted by Tea Monsterthe posted image
forgive me for being naive but it looks like the same quake model
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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.
Gypsy
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"i am retarted, hug me"
nice advance!!
will you use HD textures in the future?
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Originally posted by golden_boy View PostPlease don't listen to Tea Monster, stuff like facial movement absolutely isn't Quake.
A Shambler is sitting around peacefully, reading "Where's Waldo" and his facial expression is "Concentrating Intently".
Meanwhile, an Ogre encounters a door handle and doesn't know what to do and his facial expression is "Puzzled".
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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.
Keep it real.
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Originally posted by Tea Monster View PostI 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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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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not bad, keep at it. Proportions are hardest to get right. Youtube has some good tutorials on animating walk cycles.
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OK, well at this point, not only have I probably run my lil joke/gag into the ground but I have also practically finished the base mesh. I would like to say that trying to model the way I did it to maintain my lil joke was a super pain in the ass. I would normally block out the whole model and then start adding detail. Starting with a cylinder with 16 segments sucks.
Everything is still all F'd up. The UVs are a mess and the entire model probably needs to just be trashed. I am a glutton for punishment and I will probably work with what is there. However, I wont be finishing this tonight. I have to go to sleep.
Here is the models current state
Thanks to everybody that visited my retarded thread. I actually didn't have any intentions of bringing the model past the cylinder, but as people kept commenting I figured I would milk it for what it's worth.
@Baker - all that stuff you posted didn't effect me at all (other thread) and I wouldn't spend 5 seconds thinking about it.
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