Random WIP 2006-2011 - Page 230

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Use hardness in edge mode.
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wilbefast
Posts: 255
Joined: 14 Oct 2009, 18:04

Re: Random WIP

Post by wilbefast »

Hoi wrote:Use hardness in edge mode.
wilbefast wrote:I know how to manipulate edge hardness - that's how I got the Mohawk and ears nice and sharp and the arms nice and smooth
The model (my third not just in Wings but *ever*) has 645 edges: I posted it because I thought it looked pretty good, so I'm really not sure which edges people are asking me to manipulate. The chest did look iffy (good call) but I reckon I've more or less fixed that by tweaking/reconnecting a couple of vertices.

Since everybody seems to have some sort of hard-edge fetish though, I've robotified the model:

Image

Seeing as I'm trying to build a smooth stone statue and not a robot however, I feel that smooth edges would be more appropriate...
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

I'm trying to build a smoth stone statue
:shock:

I think it depends if you want a statue like the ones Michelangelo etc. did or something that looks like a piece of rock has become alive.
Imo the second one is cooler because otherwise it might just look like a naked grey dude?
Image
Lego Rockmonster ftw
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wilbefast
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Joined: 14 Oct 2009, 18:04

Re: Random WIP

Post by wilbefast »

Maackey doing more that kind of Golem for meridian and CA:K:
Image

I'm trying to create a distinctive art style for each of the factions, and the mod as a whole. This was my reference:
Image

The arms and legs are detached ("broken") which is conveninet because it lets the model move around :P


William
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

<3 TA:K golem
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: Random WIP

Post by maackey »

why does the nose come to a point? In my experience horses noses are generally squarish. That said I am blown away that this is your *third* model :o (took me much longer)

I'd still keep playing with the soft/hard edges. Its an improvement, but you should probably think about your end goal when setting the edges. If you want something to be soft, make it soft. If it looks wonky, you can move some of the points/polygons around, or even add more to add detail. Not everything is fixed just by setting hard edges.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

wilbefast wrote:Seeing as I'm trying to build a smooth stone statue and not a robot however, I feel that smooth edges would be more appropriate...
Image Image
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wilbefast
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Joined: 14 Oct 2009, 18:04

Re: Random WIP

Post by wilbefast »

Yeah, okay - I hard edges do have their place alongside soft. I misinterpreted "fix the normals": I think "fiddle with the edge hardness till it looks less iffy" is more expressive :-)

I'll keep working on it/post back the finished model...
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

I did not say fix the normals I said set them. Nature has both hard and soft edges. It Is through contrast that we get an appreciation of things.
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wilbefast
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Re: Random WIP

Post by wilbefast »

smoth wrote:I did not say fix the normals I said set them. Nature has both hard and soft edges. It Is through contrast that we get an appreciation of things.
"see the world in a grain of sand" :mrgreen:

Because everything is a metaphor for life - you're right though smoth, as usual. When don't you try being being wrong for a change? After all, it is through contrast that we get an appreciation of things :P
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smoth
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Re: Random WIP

Post by smoth »

I have been wrong before and will be wrong again. Someone who is never wrong is never right
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Random WIP

Post by Neddie »

Texture in progress...

This is the second phase of texturing, which is not yet complete.

Image
Regret
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Joined: 18 Aug 2007, 19:04

Re: Random WIP

Post by Regret »

neddiedrow wrote: Texture in progress...

This is the second phase of texturing, which is not yet complete.
Body2.png
A mighty depiction of dwarven genitals.
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Neddie
Community Lead
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Re: Random WIP

Post by Neddie »

No, no, this would be the dwarf.

Image

The dwarf woman.
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smoth
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Re: Random WIP

Post by smoth »

still have not added those shadows :\
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wilbefast
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Re: Random WIP

Post by wilbefast »

Looks really good - looks hand drawn: do you use a stylus? I can never get as good results with a mouse as with a pencil :-S
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

Dwarves have bigger balls?

Willbefast: I was showing you my normal setup (for now). Normally, you would use skeletal animation and a consistent mesh but since we have to break it up in single pieces it fucks up the lighting entirely, so you can use some tricks like hard seams here and there to get the lighting properly. I'It depends on the lighting settings of the map how your model looks in spring. Most maps have an ambient light of 0.5 which is why the shading won't be as bad as it is on the screens there. I guess it's possible to override the map settings by using Lua to draw your models with an ambient light to make them look alright.

So anyway, I'd remove the center vertices on the chest area at least and try to clean the model up a bit, like adding a center edge loop to the head might help etcetera. Looks good anyways...
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

I got bored.

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and i spose now its not really a wip...

Image

272 tris, if anyone gives a damn.
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: Random WIP

Post by Tribulex »

what is it?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

Those solar panels suggest it has something to do with incineration of kittens...
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