OMG aGorm lernt to moddel...
Moderators: MR.D, Moderators
OMG aGorm lernt to moddel...
WOOT!! I now have moddeled my first ever half decent thing, and textured it, and got it all set up in UpSpring!!!
THATS RIGHT!!
Now Im finished geeking out I'd quite like some critiques, helpfull coments ect...
First some screens...
In case your wondering I set out to moddel a Zombie...
And hears a link to the .s3o and the texture.
http://www.onebob.co.uk/darren/pics/my3d/zombie.7z
Obviolsy this is unfinsed to a certain extent, the texture needs some more details adding, and a few errors on the hand removing, and then I have to go and script this beast up... but I'd sorly like some opinions!
aGorm
(Go easy ... second thing Ive modeled and textured anmd first thing ive upspringed...)
Sorry about large images....
THATS RIGHT!!
Now Im finished geeking out I'd quite like some critiques, helpfull coments ect...
First some screens...
In case your wondering I set out to moddel a Zombie...
And hears a link to the .s3o and the texture.
http://www.onebob.co.uk/darren/pics/my3d/zombie.7z
Obviolsy this is unfinsed to a certain extent, the texture needs some more details adding, and a few errors on the hand removing, and then I have to go and script this beast up... but I'd sorly like some opinions!
aGorm
(Go easy ... second thing Ive modeled and textured anmd first thing ive upspringed...)
Sorry about large images....
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Upspring system doesn't seem to bad, if only I knew how to export it. >_<Warlord Zsinj wrote:Still haven't got the whole spelling thing quite down-pat yet, though, eh?
Looks nice, but you may have some trouble animating it. You need to design the joints in a way that it will animate through Spring's somewhat backwards animation system.
Does it work in Upspring though? If not I'll reupload with teh wings files to so you can take a look.
Also, I built it to be able to do the movements I need it to do... so arms dont need full rotation as this zombie wont be doing no dancin. So I should hopefully animate alright!
aGorm
(And No, my spelling is still crap.)
Also, I built it to be able to do the movements I need it to do... so arms dont need full rotation as this zombie wont be doing no dancin. So I should hopefully animate alright!
aGorm
(And No, my spelling is still crap.)
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Not bad at all. Now for the mean part.
From a purely artistic point of view I'd recommend painting organic faces as 1 piece in the future. Human faces are generally no where near symmetrical, and trying to force symmetry on them makes them look really odd. It doesn't ruin the zombie because a zombie is supposed to look like a freak, but if you tried to do a normal human like that it would explode from ugliness.
From a purely artistic point of view I'd recommend painting organic faces as 1 piece in the future. Human faces are generally no where near symmetrical, and trying to force symmetry on them makes them look really odd. It doesn't ruin the zombie because a zombie is supposed to look like a freak, but if you tried to do a normal human like that it would explode from ugliness.
I did think maybe I over optimised it for symitry... but lack of prior knoedge is to blame for that. Next time Ill prob jsut have the arms and legs mirrore dand leave the body the same.
As for the face, I think symatry is what almost everyone does... I just need practace at making it look like hot sex. (obviolsy not littral hot sex, then it wont look like a face.)
aGorm
As for the face, I think symatry is what almost everyone does... I just need practace at making it look like hot sex. (obviolsy not littral hot sex, then it wont look like a face.)
aGorm
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
On higher-poly models where detail really matters, face maps are not mirrored.
But it doesn't really matter unless you wish to add details on each side to make it look asymmetrical.
Some good examples
Some good examples of mirrored faces:
1
2
3
That would mean a A 1024x1024 tex map for this is unnecessary tho; 256x256 or even 128x128 is more than sufficient.
That being said, its a great start aGorm.
Just work on optimising those polycounts, try maximising them so you can get results like this.
But it doesn't really matter unless you wish to add details on each side to make it look asymmetrical.
Some good examples
Some good examples of mirrored faces:
1
2
3
That would mean a A 1024x1024 tex map for this is unnecessary tho; 256x256 or even 128x128 is more than sufficient.
That being said, its a great start aGorm.
Just work on optimising those polycounts, try maximising them so you can get results like this.
But She has no Nose!!! I think maybe she's a little toooo low polie, I mean, in this day and age....
Those examples are very cool, thanks for showing them to me.
As for my texture being 1024.... It looks fine in upspring which reduces you texture to like 512. And im sure it would look alright smaller still. Baring in mind that they'lll prob be about the height of a peewee when im done, I expect I've been to detailed, so shrinking wont hurt.
Best to start big and shrink it right?? (Right? Or should I draw it as I plan to use it?)
aGorm
Those examples are very cool, thanks for showing them to me.
As for my texture being 1024.... It looks fine in upspring which reduces you texture to like 512. And im sure it would look alright smaller still. Baring in mind that they'lll prob be about the height of a peewee when im done, I expect I've been to detailed, so shrinking wont hurt.
Best to start big and shrink it right?? (Right? Or should I draw it as I plan to use it?)
aGorm
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Lol, yes she does. Well, least in the texture.
Just illustrating that you can make game models look cool without overdoing it with the model polycount; all the detail should be in your skin.
Well, the best would be to make the skin at the size you intend to use. Because shrinking the tex might warp some details, then you'd have to do touch-ups.
1024x -> 256x is a pretty big leap, so a little fine editing would be in order but human skins generally scale better.
Just illustrating that you can make game models look cool without overdoing it with the model polycount; all the detail should be in your skin.
Well, the best would be to make the skin at the size you intend to use. Because shrinking the tex might warp some details, then you'd have to do touch-ups.
1024x -> 256x is a pretty big leap, so a little fine editing would be in order but human skins generally scale better.