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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Nysuatro
    • August 14, 2006 at 1:10 PM
    • #1,041

    You are fast, nice work

  • Acumen
    • August 14, 2006 at 1:18 PM
    • #1,042

    wow that is awesome

    some closeups and wires would be lovely. im all for such wireframe renders \o/

  • Spellbinder
    • August 14, 2006 at 1:21 PM
    • #1,043

    Just awsome tomdon!

  • Xadeko
    • August 14, 2006 at 1:57 PM
    • #1,044

    Nice,

    I started a new character, this is what i got so far.

    the model that you see now is 2002 faces.

    Any critic's or useful tip's are welcome because i like to make it better.

    ( i know there is a line, i mirrored it, and there is a dark spot at the side of the chest )

    I pushed them all into a 800x600 basic render.

    [Blocked Image: http://i54.photobucket.com/albums/g84/Xadeko/newcharacter.jpg]

    thanks :roll:

  • entity
    • August 14, 2006 at 2:10 PM
    • #1,045

    I think the ribcage might be too low and the bottom area of the pecs should be rounder. You also might not need that many edges if you're going for a game model, remember that it's best to keep the edges evenly spaced. I can see this in the abs section, where you could probably merge the middle edges for a cleaner topology.

    The legs also look too bent towards each other, around the kneecap.

  • Xadeko
    • August 14, 2006 at 2:29 PM
    • #1,046

    Thanks entity,

    Ill be fixing those point's.

    Why those legs are so bend are because of the reference picture i use, maybe i should replace it with another.

    And those edges, i have never knew that it's better to keep them evenly spaced, why is that?

  • entity
    • August 14, 2006 at 2:36 PM
    • #1,047

    I think it's mostly for deformation and smoothing. I've also heard that uv's work better too. The back of your model is a good example of good topology

  • socratesomega
    • August 14, 2006 at 3:23 PM
    • #1,048

    [Blocked Image: http://img160.imageshack.us/img160/6741/aheadyn5.jpg]

    Ignore the ear =].

  • Dennispls
    • August 14, 2006 at 3:57 PM
    • #1,049

    that head looks out of proportions

    its not bad though dont get me wrong but the size of things bother me

  • Sindwiller
    • August 14, 2006 at 4:14 PM
    • #1,050

    That looks very nice to me. Actually, my first thought was "and again a shitty hair shader...". Then i saw, that the hair is actually alpha mapped. Nice work!

    And, the proportions are ok IMHO. Or, you never saw a east european or a asian?

    Wfr, Sindwiller

  • TeddyBear
    • August 14, 2006 at 5:20 PM
    • #1,051
    Quote from Sindwiller

    That looks very nice to me. Actually, my first thought was "and again a shitty hair shader...". Then i saw, that the hair is actually alpha mapped. Nice work!And, the proportions are ok IMHO. Or, you never saw a east european or a asian?

    Wfr, Sindwiller

    If your initial reaction was that it was a "shitty" shader, why did you suddenly think it was good looking just because it was modeled? :wink: Anyways, good start, I like it. Work on his cheeks!

  • socratesomega
    • August 14, 2006 at 6:04 PM
    • #1,052

    [Blocked Image: http://img61.imageshack.us/img61/3624/aheaduv8.jpg]

    Thanks for the crits, Fixed some anatomy errors.

  • Spellbinder
    • August 14, 2006 at 8:23 PM
    • #1,053

    Im not the one coming with critism since you are about 100% better then me, but what did you do to his ear?

  • Meotwister
    • August 14, 2006 at 10:57 PM
    • #1,054
    Quote from socratesomega

    Ignore the ear =].

    *ahem*

    nice man, I think the proportions are good. my initial reaction was more of an oh cool, cause I've never seen an asian (from the orient) person modeled.

    that ear freaked me out still

  • Spellbinder
    • August 15, 2006 at 12:04 AM
    • #1,055

    Oh ok, didnt see that.

  • Sindwiller
    • August 15, 2006 at 11:06 AM
    • #1,056
    Quote from TeddyBear

    If your initial reaction was that it was a "shitty" shader, why did you suddenly think it was good looking just because it was modeled? :wink:

    Because those hair shaders arent very realistic but need relatively much performance.

    Wfr, Sindwiller

  • Xadeko
    • August 15, 2006 at 11:07 AM
    • #1,057

    little update

    [Blocked Image: http://www.fotothing.com/photos/88d/88d36c95019472aa95a54794871e6429_df0.jpg]

  • tomdon
    • August 15, 2006 at 12:53 PM
    • #1,058

    His waist and lower torso are a bit thin compared to his chest and shoulders.

  • Ginger Lord
    • August 15, 2006 at 2:08 PM
    • #1,059

    First model into source, a shitty 24 poly sign. Modelled in XSI, UV and texture by me.

    [Blocked Image: http://img208.imageshack.us/img208/3597/minezu8.jpg]

    Did I mention its a bit shit?

  • entity
    • August 15, 2006 at 2:13 PM
    • #1,060

    nah it looks pretty good for a first time You can try adding some detail by placing some cuts at the side and moving them into place to simulate old wood. Don't do straight loops though, that'll waste polygons

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