i would say those vines look like they were made... using a couple of spline circles attached to each other like.. 6 of those .. and then used a line to perform a loft.. and then on the skin parameteres he incresead the rotation and he got that twisted vvine look. ehehe easy peazy
Haven't modeled in awhile because of school... started this one today. Using the modular technique to modeling buildings, working well but I'm a bit rusty. I still have general proportion/demension fixes and some cleaning up to do.
holy shnikies! Chris Card, the shaved wonder! Cool little building, are you using ref? planning on texturing? or just some modeling practice to get ya back into it?
lil update
cheers KP
psyko : yeah I went a little low poly really. Was trying to get more in to the normal map and less in the mesh.
Hopefully you can tell who it is now. I will zbrush this sucker tomorrow
yeah, vin diesel. took some pinning down. suppose the small eyes, the flat nose and the big bottom lip are the main points I was going for. still needs a lot more work though
actually MOP, lineker has that same nose as diesel:)
Yeah, I figured his ears weren't big enough if it were actually Lineker
I do see the resemblence to Vin Diesel, it's going well, but I think the jaw needs widening a tad?
Peris: That's looking very good, I like the style. I would say you can optimise that more though, if you're going for a low-poly model. The forehead and eyes esecially could lose lots of polys without changing shape or losing detail.
However if it's going to be something higher-poly, you might wanna clean it up some more so you have mainly quads to work with - right now it's a fairly random mix of quads and triangles.
Lol MoP. I should give him a trucker hat. Gave him a beard instead. Still undecided on whether to keep it, though. Started texturing the grenade and pooky.
Been busy on this. Not totally happy about the likeness but its improving slowly.
That's the last time I build so much of the model in max, zbrush is the way to go from now on
ehehe thanks for the crits, the reason why i made mugen a tad fatter is because i wanted to "humanize" him a bit, hes almost as skinny as jin thou . will fix all when texturing
I believe Poops trick is to load the high poly model in layers and in pieces. That way he can go into the layer menu in max and hide pieces while he works on the low res model. Say you finish modeling the chest of the low poly. Then you hide the chest high poly layer and unhide an arm and just keep modeling the low poly. In theory it should free up video ram that the program no longer needs to read a full high poly character.
Really though, from another thread:
Make a new layer, set it to the default layer, HIDE that layer, then import the zbrush object. It will import to the hidden layer, and it won't try to view it, BUT it will be selected! So you can convert to edit poly, add all faces to one smoothing group (use a smooth modifier) and then collapse, right click on properties and "display as a box". I've brought in an 8 million poly model that way before as a single obj. Mind you I have a decent laptop machine, but still, should work on most pc's.
Replies
lil update
cheers KP
psyko : yeah I went a little low poly really. Was trying to get more in to the normal map and less in the mesh.
Hopefully you can tell who it is now. I will zbrush this sucker tomorrow
[edit] made the head less wide
actually MOP, lineker has that same nose as diesel:)
I do see the resemblence to Vin Diesel, it's going well, but I think the jaw needs widening a tad?
Johny, sweet Champloo characters.
some constructive feedback on it would be greatly appreciated.
He has a body too but i'm not showing that yet because it needs more work.
Peris: That's looking very good, I like the style. I would say you can optimise that more though, if you're going for a low-poly model. The forehead and eyes esecially could lose lots of polys without changing shape or losing detail.
However if it's going to be something higher-poly, you might wanna clean it up some more so you have mainly quads to work with - right now it's a fairly random mix of quads and triangles.
Keep it up!
Peris, sweet stylisation there.
www.chrissanchezart.com
fn fal model and textures by lord scottish
desert commando player model by pattrick duffy and alec moody
all other art assets made by Soenke C "Warby Seidel and Scott Duquette-San
the game website
www.alliancethegame.com (got some neat videos)
company website
www.windwardmark.net
and as a matter of FACT ITSALL ""WIP""
Been busy on this. Not totally happy about the likeness but its improving slowly.
That's the last time I build so much of the model in max, zbrush is the way to go from now on
new shotgun for the FreeDOOM project.
http://www.cinematicwallpaper.com/wallpaper-science-fiction/Chronicles-of-riddick-3_1280.jpg
as for me heres another character of champloo series, this time is mugen !!
thought id point out this link, it has some screenshots you might want to look at and compare: http://www.worthplaying.com/article.php?sid=34213
you might want to make him a lot thinner though. Mugen is an imaciated skinny bastard, your model is about twice as thick, with massive feet.
very cute
also notorious: you might wanna make the poles that holds up the boardwalk a bit bigger/heavier.. they look really thin now
and the rest. http://mrray.atspace.com/hotrod.html
lil bit on *gasp* new model of an asian girl WHO WOULD HAVE GUESSED? Mostly modo this time, lil tweaks in zbrush...
whats poop's trick?
[/ QUOTE ]
I use my tongue to...
Really though, from another thread:
Make a new layer, set it to the default layer, HIDE that layer, then import the zbrush object. It will import to the hidden layer, and it won't try to view it, BUT it will be selected! So you can convert to edit poly, add all faces to one smoothing group (use a smooth modifier) and then collapse, right click on properties and "display as a box". I've brought in an 8 million poly model that way before as a single obj. Mind you I have a decent laptop machine, but still, should work on most pc's.
I have not the time for 3D to finish my Vincent Vega, just a little progres with textures and face's proportions....don't know , it's not so easy.