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  3. Acumen

Posts by Acumen

  • ducky

    • Acumen
    • January 25, 2005 at 12:01 PM

    Looks like your smoothing groups are a bit messed up..

    The model itself looks likes its cut out of a wooden plate, it works ok in the side view but 2/3 and front view looks a bit "extruded" especially the beak looks very flat and not too organic. basically the entire middle part is flat. I'd add another row of vertices there and get rid of some that are used in the body without defining the actual shape of it any further. The beak should also be seperated more visibly from the head, as well as the wings from the body.

  • its my first model thread #3

    • Acumen
    • January 19, 2005 at 2:08 PM

    what's the point ?

    Come on good sirs. Whatever you did in the first place, may it be mapping, texturing, whatever. What do you expect from posting such models that are done in 10 minutes ? There's nothing to crit at all

    Just spend the time you need for making such threads on the the next model and post something really nice... I mean no offense, but its a simple can. What would you like to hear ? I mean obviously you understood the basic features. Why don't you use this knowledge to do an object that consists of more than a simple cylinder shape thing and a grip ? That wouldn't be too hard for you at all..

    If someone posts his first map here, people go all mad, but the model forum gets full with these "lookie, its my first model threads".

    You guys know how to use to tool, why don't you make something more interesting out of it.

    sry, that I used your thread for saying this, but you were just the one on the top

    ReNo: well you are actually doing textures and stuff, and you can actually see the progress. thats a good way of doing it and there's nothing wrong with that. Just wanted to push the others a bit, cause they know how things work and...

  • Pub sign

    • Acumen
    • January 19, 2005 at 2:02 PM

    um, why exactly did you made the "axis" that round and detailed and the REAL wheel that blocky ?

    You should do it just the other way round, otherwise it wouldn't make too much sense to me. You have tons of polies on the inner element but which you could easily spend on the actual wheel shape, which would look much much better in the end, then.

  • Seed9 (character model)

    • Acumen
    • January 12, 2005 at 12:48 PM
    Quote from DanielAragon

    could probably cut down on the facial polys a bit...

    yeah, the forehead uses a couple of unneede polies there.

    but I really like all the concepts you have there

    they have such a cool style. and you did really well on the poly distribution on this model, except from the face, like DanielAragon said.

    What looked weird to me, was the nose. Does it really have that many polies or did my eyes just trick me there ? Cause the wireframe looks like there are quite some polygons in there, especially on the front side of it. But I guess my eyes really just tricked me ^^

    Overall a great job \o/

  • Maya vs 3dMax

    • Acumen
    • January 3, 2005 at 12:06 AM

    just try both O_O

    Give yourself 1 week for each program and try achieving the same things/objects in both application.

    you can't say that one of the programs is better, cause everyone has a different working method. Who cares, what other people think about a modeling prog you use, as long as you can make superb results with it. 2 weeks are not too long, right ? Just give yourself these extra-weeks and you'll see what programm suits your needs the best. I only worked with Milkshape and Max so far, so I can't judge maya at all, but if it would be thaaaat bad, it wouldn't be updated still, right ? People use both progs and get stunning results, in the end its the artist who makes the models, not the programm. Its just your digital tool, not some magical box or anything.

    I don't think you should listen to anyone's advise about which program to prefer. Maybe one of the things has THE key feature you always wanted to have or you really need for modeling, while someone else says "why would I need that, I'm better off this way". A friend of mine and myself we switched from Milkshape to Max (me) and Maya (him) at the same time and it took us both about 3-4 weeks to get used to it and now there's no such thing like "oh i can model twice as fast and soo much better than you, just because of the program". It's all a matter of practise. Once you get used to one of these progs, it takes about 3-4 weeks to switch again. They both have hi and lowpoly modeling techniques, there are certain things that max does better and then there are things maya is superior to max - but thats all in the eye of the user. There are people on polycount doing excellent models in Maya and then there are people using Max creating awesome stuff. In the end of the day, it doesn't matter. The only thing that would be any issue is the number of availabe exporters, in case you are talking about game art modeling. You should clear things up, whether there are any exporters out there or not. But that's about it.

    Really, just try them and you should see what fits your needs better and what not. Hope that made any sense

  • Crytek looking for interns

    • Acumen
    • December 15, 2004 at 6:59 PM

    ah, ok.

    always wanted to massage someones feet

    but thats a pretty neat offer. I hope some talented people in here get chosen. Would be cool to hear.

    *goesondreaming*

    I'll practise my coffee making skills then and one day, who knows, I might be getting an intern as well \o/

    but thanks for the info, finally I know that that term means. Always wondered what that was all about.

  • Crytek looking for interns

    • Acumen
    • December 15, 2004 at 3:38 PM

    *cough*whats an intern btw, anyways ?*cough*

    What do interns do. Is it like a "Praktikant" ?

    like, does he say "ok, look, this is what I can do and what I did so far. Can I come to your office and teach me tons of new stuff so I get really good at it and you give me the chance to work as a full time employee"

    Or how could the work of an inter be described ?

  • hell soldier and some bad impersonator

    • Acumen
    • December 14, 2004 at 10:28 PM

    but i can't skin them /o\

    d'oh

    i think 2.4% of my models did ever get past being modeled and having a uvmap. Maybe I should start saving some money and pay people for skinning them sounds good to me ^^

    thanks, anyways for your comments, guys. I think these were the last models that I might have been doing "just for fun" for quite some time. /o\

    mod work is next on the list. but its for a mod I like, so its all good

    oh btw, I saw this on another forum. there was this concept and the task to model the room with a budget of 30.000 and texture. Well since I can't texture I just modeled it I'm at 28.756

    well, of course without texturing it says nothing, cause anyone could do it ^^

    that was the ref btw:

    http://v091259.dd2110.kasserver.com/tem ... oncept.jpg

    [Blocked Image: http://v091259.dd2110.kasserver.com/temp/room1b_ruben.jpg]

  • hell soldier and some bad impersonator

    • Acumen
    • December 13, 2004 at 6:07 PM

    mh, did these models in the past 3 days and thought I could post them in here. Not for any mods. Can you believe how good that feels to not be forced to model something and just do something cause you want to

    soooo good \o/

    dark knight has 3786 and the archer has 3538 triangles. the thing about the archer..well originally I wanted to model the supercool kevin costner robin hood but then I didn't find enough refpics in time and so I decided to go differently on it, sadly. But I might wanna try to do this in the future, we'll see

    oh and btw, thanks again for all these comments on this marine thinigie, I realized pretty much all of your suggestions on the head and helmet. great help from you guys \o

    Wire:

    http://v091259.dd2110.kasserver.com/mod ... _wire2.jpg

    Smooth:

    [Blocked Image: http://v091259.dd2110.kasserver.com/model_pics/dark_knight_smooth1.jpg]

    Wire:

    http://v091259.dd2110.kasserver.com/mod ... _wire2.jpg

    Smooth:

    [Blocked Image: http://v091259.dd2110.kasserver.com/model_pics/robin_hood_smooth1.jpg]

  • Malvon LP character

    • Acumen
    • December 12, 2004 at 6:27 PM

    now that looks much cleaner and organized \o/

    I like it a lot with the changes you made. Good job

  • Malvon LP character

    • Acumen
    • December 12, 2004 at 11:13 AM

    woa these fingers O_o

    do you really think you should put that many segments in them ? That looks really weird, thinking of this model in general being pretty lowpoly. And I don't think too many people will notice all these little segments visually but perfomance-wise ^^

    One thing I also noticed on this and your last model, is that the legs always have these totally straight segments, that doesn't benefit to the model, imo :/

    poopinmymouth referred to this naming it tube syndrome

    Quote

    tube syndrome is when the cross sections remain perpendicular and the fibers remain parellel to the original cylinder

    With changing that your model would look much much better, as the edgeflow would be greatly improved, with just rotating and moving some existing vertices.

    Also all these segments in the ellbow area could be moved and changed around a bit, so that the shoulder area gets some nice segments for deformation, as well. 3 rows for the ellbow should be more than enough so you can easily move the upper 2 of these 5 ellbow sections to the shoulder to shape it a bit more and alos make it easier for animation.

    You can also cut away 2-3 vertical rows on the "hood" cause they don't really add anything to the overall shape and you can put these save polies, like, in the boots to give them a nicer shape or in the eyes, cause they are really rounded on the model sheet but rather blocky on the model and going inwards instead of outwards.

    mh, maybe thats a bit too much :/ sry, didn't wanna sound offensive or anything, but the model is really good and those are just some minor changes, that should be worth realizing, before you head over to uvmapping, though i can imagine, you already finished doing so so just ignore my post ^^

  • Soldier (marine ?) - should be able to handle a gun at least

    • Acumen
    • November 30, 2004 at 7:04 PM

    Hm, finished this guy today (started yesterday) - he comes in with about 4500 polies. Though I might have cut away some polies here and there I kinda based this on some refpics from ghost recon 2 and it had about the same detail with a 4,700 ish polycount, so I'm not too concerned about that. It was just modeled "for fun" so I don't think there's a chance of getting this skinned or anything

    Anyways, was fun modeling this gentleman, I think it might be a marine, though I'm not too good at these military things ^^

    [Blocked Image: http://v091259.dd2110.kasserver.com/model_pics/soldier_smooth_render1.jpg]

    [Blocked Image: http://v091259.dd2110.kasserver.com/model_pics/soldier_wire_render2.jpg]

  • forkliftuh

    • Acumen
    • November 22, 2004 at 5:04 PM

    itsa f#+#-ng forklifter how on earth can that look bf1774ish. Thats not even a word O_o

    Did they invent some kind of style there or what

    It's a very solid model of a forklifting thingerish witht a nice amount of detail, there's no logo on it that says "oh right, btw, that's bf13,4²ish.

    You have weird things going on in your head, good sir

  • forkliftuh

    • Acumen
    • November 22, 2004 at 10:23 AM

    very cool. Nice amounts of detail, I don't know why one shouldn't want to use this, I can't see anything wrong with the polycount. The steerwheel could be rounder though, that's really bugging me, and that reallly doesn't add anything to the polycount at all but it'll look much nicher

    Force him to use this nice model piece O_o

    It's HL2 so its nothing spectacular in terms of polycounts anyways...Just a normal Prop

  • my leet model

    • Acumen
    • November 20, 2004 at 1:50 PM

    quite some polies could be saved on the blade.

    2 things bugging me even more.

    the totally crazy colors on the model. god, how did you come up with these O_O

    second thing is the smoothing. Get some neutral colors and some nice assigend smoothing groups, tweak some unnecessary polies out of the blade and you're ready for uvmapping

  • Bear Rider - Character Model

    • Acumen
    • November 17, 2004 at 10:38 AM

    \o/

    thanks for your comments

    nah, sry, Nazul, as its based on an original concept I didn't have anything to do with it can't be used in any mod, but I thought just for modeling it, it should be ok to use the concept, still

    OL, you mean the head scary in terms of polyflow ? Or just the way the mouth is formed ?

    yeah, St_George it's just the smoothing groups which I colored. I always end up having the hair being too short or too long, but since almost none of my models got skinnned so far, I can't prove the difference

    I might be trying to animate this character later on, but right now, I'm totally into some alien model, I have to ask if I may show it in here, though ^^

  • Bear Rider - Character Model

    • Acumen
    • November 15, 2004 at 2:59 PM

    Hm, finally could be arsed to make a player model. I was totally out of practise, so it took me quite some time to finish it up. I think I shouldn't concentrate on modeling statics Has 3640 Polies. You may recognize the model from a certain concept

    But as it's not for mod or anything, I think that should be ok

    Anyways the character. Is supposed to be the "rider" of the bear which I did last year

    Smooth:

    [Blocked Image: http://v091259.dd2110.kasserver.com/model_pics/bear_chara_smooth1.jpg]

    Wire:

    [Blocked Image: http://v091259.dd2110.kasserver.com/model_pics/bear_chara_wire2.jpg]

    Wire:

    [Blocked Image: http://www.acumen-design.de/gallery/character/bear_render1.jpg]

  • Guido Anchovy

    • Acumen
    • October 26, 2004 at 12:29 PM

    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.

  • Guido Anchovy

    • Acumen
    • October 26, 2004 at 8:34 AM

    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.

  • Wuschmaster 3001

    • Acumen
    • October 21, 2004 at 2:52 PM

    yay, next one is "done". I'm not too sure which vehicle I should do instead of Diddy's cart, so I may do a couple of different versions and then choose the final one. We'll see. The first character should be ready tonight.

    [Blocked Image: http://v091259.dd2110.kasserver.com/projects/hl2_diddykongtribute/scooter_final_render1.jpg]

    oh and btw. always remember. It's not about what game is better O_o

    Just about doing a mod in the style of diddy kong :/

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