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  • #31
    Okey doke, here ya go click

    note: for some dumb reason anonfiles has removed .zip as an allowed filetype. I renamed it .doc and uploaded it anyway. Once you download it, rename it back to zip. contained in the zip is cloneman.obj and cloneman.mtl (even though there are no materials). My guy still does not have thumbs (lol, sorry) what he does have though is a lot of reworked topology.



    How is this any different than the last image I posted?

    Well, I realize it may look damn near identical when not set side by side with the former image but, there are lots of differences.

    1) Legs have been reformed ... I removed the cylinderness of them
    2) chest and ribs have been reconsidered
    3) plenty of triangles have been removed and the edgeflow redirected to compensate
    4) lots of little tedious tweaks that matter mostly in 1/4 views
    5) model has been relaxed
    6) angle of the feet has been changed to better align the main leg edgeflow
    7) hip leading down to groin detail has been removed

    @7 - This model isn't intended to be naked, it's intended to be a base that can be easily clothed. I started thinking more about how edgeloops can be repurposed for clothing and removed some details that clothing would never reveal (ex... a bellybutton, which he never had but you get the point)
    Last edited by MadGypsy; 02-25-2014, 08:36 AM.
    http://www.nextgenquake.com

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    • #32
      I'm making this little post simply as a history "benchmark"

      we'll call this the beginning. It's not the true beginning but it is close enough


      imma skip all pirate stuff and call this phase 2


      my last post holds phase 3 so, here are some fun perspective shots


      ---

      Talk about having no direction...lol. This was just supposed to be a boot. Some kind of way it turned into (final idea) a fully rigged and unwrapped humanoid base mesh. That's not the real final idea though. That's just the final idea to finish cloneman. The real final idea resides with whomever takes cloneman and customizes him.

      So, for me, the final idea is a pirate, but my hopes are that cloneman can be easily turned into just about any style of humanoid character, whether he is subdivided to death and sculpted or just simple extrusions and morphs are made.

      I don't intend to move my project from blender 2.49b but I don't want to exclude other editors. I need to figure out a simple way to allow conversion from 2.49 to 2.6. Probably, it's as simple as exporting as some shared file type. I haven't gotten that far yet.
      Last edited by MadGypsy; 02-25-2014, 09:32 AM.
      http://www.nextgenquake.com

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      • #33
        the new version was okay. do you want to make another version using the old one? ah okay its a history benchmark(what?) I have started to play with mud box and i have done first nice thing. Boobs (only a test)
        Last edited by Sza; 02-25-2014, 11:00 AM.

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        • #34
          do you want to make another version using the old one?
          No. I finally finished laying out the topology for the entire model except the hands. I removed every triangle that wasn't absolutely necessary and did the final tweaking of vertexes that I'm ever gonna do. Basically, I'm at a point where the topology is as good as I'm ever going to get it, for a model of this poly density.

          I'm not sure what to do about the hands though. I'm tempted to model an entire hand (so I can get everything laid out and proportioned correctly) and then join fingers after.

          @history benchmark

          I didn't know what to call it. Basically I just wanted all the stages of the model in one post.
          http://www.nextgenquake.com

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          • #35
            Originally posted by MadGypsy View Post
            I mean this one was almost perfect...

            PS: I wanted to load the model and i became warning in mudbox. The model is not closed. I have looked on the model in a another program. There is no thumbs and the hand is much to big, so the model is not ready and i cant use it with MB.

            BTW: Is this what i am thinkin? he have a pus...?
            Last edited by Sza; 02-25-2014, 12:05 PM.

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            • #36
              Just a lil test.

              Cloneman to Quakeman in 6 minutes. 6 new edge loops, 1 knife cut, 6 extrusions & 1 gap filled with faces. Aside from that I tweaked a bit.


              I know the ranger has a belt and I used more of a knight armor at his waist... It's good enough. If you can accomplish this in 6 minutes, imagine what you could get in a few hours.

              @Sza - hmm I didn't know that "leaks" mattered. Well, as you can see, I am procrastinating as much as possible on the hands but, I will finish them. I'm just doing what I find fun and hands are not it. I'm probably going to just draw edge loops on my own hand and then model based on that.

              @hands too big - ya, I haven't touched them. They are still too big from way back when my model looked like an office worker with amazing thighs.

              @pus - lol when I started this model he was hung like a few donkeys combined. I decided I wasn't trying to make "The Amazing Penis Avenger" (or some shit) so I castrated him.
              Last edited by MadGypsy; 02-25-2014, 01:24 PM.
              http://www.nextgenquake.com

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              • #37
                hehe nice. first time in life the quake guy becomes a realistic human shape. make the model to the end and i will try to make bad ass high poly skin for him.

                Upd: Lol i mean his hands looks like the mickey mouse gloves but big hands can be very powerful Slap!

                lol https://www.youtube.com/watch?v=QEcpJLRqZ-g

                PS: You can make good uv maps... is it pelt mapping? before a year i have tryied many times to use the pelt mapping in 3d max... the effect was radom but it was not that what i wanted Do you know how to center/mirror the position of the body parts? I need a stand pose for every quake 2 monster and player figures but i dont know how to do this sh... i have another problem... idk how to freeze the polygons... I add sub... blablabla and this stupid program smoothing the egdes! idk where to turn it of! xD
                Last edited by Sza; 02-25-2014, 06:10 PM.

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                • #38
                  @your "PS": If I'm right, what you are trying to say is that you made a UV map and some manipulation you are making is changing the map in places where you don't want it to?

                  All I have is a "blender" answer which may or may not apply to whatever program you use. Pin the vertices that you don't want to move. Look for something like UVs/(un)Pin. Blender works in such a way that you just select the vertices that you want pinned and press P, unpin is ALT+P

                  @pelt mapping - I have no clue what that is. I mark a seam around my model and press U, then I press CNTRL+V (minimize stretch). I don't mess with a bunch of UV placement

                  @centering body parts - argggh, I can't remember. I used to know a trick and I forget what it was. I know where to find the trick though. Ward uses it in his Blender Man tutorials and I have every episode saved on my external hard drive.

                  @mirroring - I guess by mirroring you really mean overlapping which is already the result of flipping and centering, BUT in blender I know a mirroring trick with UVs. Make half of a model, unwrap it and pin the entire thing, add a mirror modifier to the model, apply the modifier and unwrap it again...voila, second half is exactly overlying the first half.

                  I'm about to stay away from this method though. It may be useful in parts (like hands and faces) but I want to start making the left of my model different than the right in a texture sense.

                  edit: I just realized that maybe my mirroring trick relies on vertex groups. The reason I say this is the first half a model can be cut up into pieces, but when you apply the second unwrap, the second half will exactly match all of these pieces. It seems like there has to be more to it than just the mirror. I always have some vertex groups laying around, so that would be the first place I would go if a simple mirror didn't end up working.
                  Last edited by MadGypsy; 02-25-2014, 08:07 PM.
                  http://www.nextgenquake.com

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                  • #39
                    Mirroring(sry forget the centering)-I mean that i want to make a a stand (like your model) pose for every quake 2 monster and player models so i will able in Mud Box to edit the both sides at once with help from the mirror function. I wanted simple search in the anim for the best pose and mirror the arms an the legs position from the left side to the right or vice versa. It could be a problem because q2 monsters have sometimes different couple arms, for example: the left arm is a mini gun and the righ arm is normal. Is it makable to make a stand pose for every q2 monster model without spending much time?

                    Pelt mapping- Have you seen how the hunter takes the pelt from a rabbit? Its the same method for uv map. very good method. I have seen many video but unfortunately i dont understand much from the english professional words Watch the video and you will know what i mean.



                    https://www.youtube.com/watch?v=NjqY8i_-Xe0
                    Last edited by Sza; 02-25-2014, 09:29 PM.

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                    • #40
                      Unauthentic Model Improvements
                      Last edited by MadGypsy; 02-25-2014, 10:00 PM.
                      http://www.nextgenquake.com

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                      • #41
                        @Sza

                        I've never tried to take someone elses completed model and do something with it so, I don't know how hard or easy that will be. I know you can't have a mirror with a different reflection though. As far as that goes you would have to cut the model in half, do all your mirror necessary editing, then apply the mirror and piece back in the parts that are different.

                        Posing is going to come down to whether or not you already have an armature. If the model came with an armature, worst case scenario you should be able to pose it however you like. Best case scenario, the pose you need is already in there somewhere. If there is no armature, you are kinda screwed. You could build an armature of your own but, that isn't ideal, right?

                        Another choice would be to use rotate and select to fake an armature. You would have to do something like tell the program that the cursor is the pivot point, then place the cursor right where the joint would go. You would then select everything that you need to rotate around that joint, and rotate it. Proportional editing may be of some use in this method.
                        http://www.nextgenquake.com

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                        • #42
                          I wish i could understand half of the professional 3d modeler language pivot point? joint(is it smokable?)?

                          Sry for the OT but i am looking for the solution since couple years. I think i have found one but.... For example: I could make a new perfect uv map with perfect shapes where i could simple paste my hand painted textures from the gimp. It will be not so complicated like mirroring but it will take damn much time too... and its too complicated for me... But its still not the same as a model with a perfect stand pose for MB where i can paint bad ass shapes in 3d and bake it for a low poly models as a bad as normal map... and i could make it this way very precise & very fast.

                          Do you mean? mirroring of the half model to the other side to place the arm and leg in the right position? It could be even the last, best and fastest solution.

                          Is it possible to download somwhere the standard stand poses of the q2 monster/players models or to become these from the id software?
                          Last edited by Sza; 02-25-2014, 11:19 PM.

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                          • #43
                            first off, oops, Ranger has yellow thigh protectors.
                            secondly, I took some artistic liberties while trying to retain the overall rangerness. One example is my romanesque helmet.




                            @Sza - your elbow is a joint and a pivot point, so are your wrists, ankles, knees, etc...
                            http://www.nextgenquake.com

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                            • #44
                              Thx. Ah okay i have forgot but now i know. I have used it (the pivot?) to move the arm or leg in a different angle. First i have placed the weights and than the pivot(?) to move the area/body part.

                              great job but the helmet looks a litlle bit like a gladiator helmet i go to sleep and i will try to solve my problem in my dream have fun
                              Last edited by Sza; 02-25-2014, 11:44 PM.

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                              • #45
                                Cloneman to Cthulhuman


                                lol
                                http://www.nextgenquake.com

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