A model for the Samurai Pizza Cats Mod i'm working on...
full animatable lips/eyes/eyebrows/cheak bones
going good so far ![]()
wish me luck
[Blocked Image: http://img91.exs.cx/img91/3577/Guido_Stage_5.jpg]
A model for the Samurai Pizza Cats Mod i'm working on...
full animatable lips/eyes/eyebrows/cheak bones
going good so far ![]()
wish me luck
[Blocked Image: http://img91.exs.cx/img91/3577/Guido_Stage_5.jpg]
Samurai Pizza Cats Mod ![]()
![]()
What are Samurai Pizza Cats and what they do ![]()
Looks fun though.
edit: /me wishes luck for Kedhrin.
plz frie champ, spc rulez ![]()
That's what I was saying, I love them ![]()
whats the polycount so far, good sir ?
cause I have the feeling that it could be optimized in certain areas. Some parts look really nice and round and others look very edgy/blocky.
And the smoothing groups are bad ![]()
When you pos wip's I would either make nice smoothing groups, or just post some wireframe overlayed renders. I mean somehow we need to be able to criticize, otherwise it doesn't make sense to show a wip. ![]()
hmm, i'll post some more screens this weekend
well about smothing groups, i'm using seperate smoothing groups all over the model because i don't want it to be smooth all over, like on the edges need to be sharp, the poly count is good for my budget (7,000).
this mod is not intended for low end pc's.
i am going to add some more polys to the cheaks to give it a more rounded look later.
7000 triangles only for this head ?
Are you serious about that ? If so, I'd really like to see a wireframe.
edit:
oh wait, I think I misunderstood. You meant that the budget is 7000 in the end, I guess. Anyways getting to know the actual polycount is pretty interesting no matter at which dev status you are, but if you wanna keep it to yourself, then do so ![]()
Well of course you use smoothing groups to get hard edges, I just noticed some errors here and there, which could be easily fixed by applying them properly.
I love dem cats
it looks like that cat from an old snes game called spartakus (something liek that)
Fabi
the reason why i'm hesitant to post the poly count or the wireframe is because i'm still working on it and i don't like posting early stage technicals because people tend to go bezerk when they hear it, the head is in good moderation right now but i will optimize it later when cleaning the model up.
also, i'm trying to find out of hl2 models support open edges, if so, i can remove a lot of polygons that are inside the helmet which i really need to do.
you also see a line going down the middle of the model because i haven't welded the vertices yet. the model is asymetrical, so i model half, copy the other half as a reference and get it close to the middle
the smoothing groups should be fine after i tweak with them for a bit tho ![]()
course they support open edges
hl1 did...
[Blocked Image: http://peeves.noobgrinder.com/GuidoProgress.jpg]
DERP DERP DERP
going to remake hands, i just did a mesh smooth cuz they where pissing me off.
derp.
I am no modeler, but i think this part is a little bit off:
[Blocked Image: http://www.xperimental.nu/skjalg/GuidoProgress.jpg]
[edit]what the hell happened there.. double post of some sort.. [/edit]
OH MAI ?!!! Nice ! ooh ,make mod ![]()
/me installs 3ds max ![]()
the reason its like that is because i am making the model off of more than just one reference picture. On the model sheet that was made, the shape of the visor matches it exactly, the problem with samurai pizza cats is that characters shape changed in almost every scene in some way, if it was eyes spreaded apart or put together, to minor things like what you pointed out.
i'm just trying to make a median of all of them.
Quote from SkjalgI am no modeler, but i think this part is a little bit off:[Blocked Image: http://www.xperimental.nu/skjalg/GuidoProgress.jpg]
No biggie, just the symmetry modifier makes those ugly things to tri's. Either he fixes it when the model is almost done and he collapses the symmetry or just makes all crossing polys into quads
Im sure he knows this already.
good observation on the helmet skalj
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