He is GOR.
This is a VERY rough concept. I will do a few more shots and poses of him, as well as a Digital Painting. This will be great for me, because though my texturing skills are good, my Modeling and Rigging are not so good.
http://www.andrewchason.com/DOM/GOR_001.jpg
*EDIT* I am having issues of the image not coming up so here is the manual link...
Replies
http://www.andrewchason.com/DOM/GOR_002.jpg
http://en.wikipedia.org/wiki/List_of_enemies_in_Doom_3
Ah! I see.
http://www.andrewchason.com/DOM/GOR_003.jpg
Threw an Arm in there. The other is plain and unarmored.
Gonna paint over this guy now, minus an arm.
http://www.andrewchason.com/DOM/GOR_004.jpg
I may change the colors on the ... back?... but this is the general feel I want to go with. Tanned Skin, a few scars, tatoos... Sewn Leather...
The Gun and sword are in the next pic, pretty much unchanged.
Soon-ish I will do a paint-over to show you what NEW color scheme I have for him.
http://www.andrewchason.com/DOM/GOR_005.jpg
http://www.andrewchason.com/DOM/GOR_006.jpg
Can anyone see the pics IN the thread?!
It doesn't look TOO bad TurboSmoothed, but that's more Polys than I have to work with.
Wish I new a better way in Max to Render Wire-Frames, for now I am using the Tile Texture turned down to one, and Faceted...
Gonna do it like I have seen so many others. Set these up as planes in Max and go from there...
Going through the motions, I hope this helps me later.
Just a quick Paint-over in PhotoShop, holding SHIFT all the way.
just set all the faces to the same smoothing group, and add edges, and tweak vertices till it looks good. Don't forget to turn some triangles too... i don't know the technicalities behind triangle turning... but i do it by eye... hope it helps!
good luck!
http://67.15.36.49/team/Tutorials/making_face/making_face03.asp
But I have so many open splines. It's all ONE LINE, but, and I can't get the vertices to weld. Oh they Fuze, but that's a big lie. I need them to WELD, and nothing it working and my SURFACE is all screwed up.
The Blues are all my extra beginnings, and the red would be the end if I had my way.
Any help is appreciated.
also, the wireframe view looks very messy, but again it's hard to judge without it being overlaid on a solid shaded view of the model.
try rendering without whatever GI solution you have going on there, or even better just take a screenshot from the viewport with the wireframe and flat-shaded mode on.
from what I can tell, your poly use isn't very efficient, you have lots of polys in straight lines which aren't defining any shape and volume, and you have a seemingly random mix of quads and tris.
also, the tutorial you're following there doesn't seem like a very good one, which may be where you're picking up some bad habits and slow techniques.
try looking at Ben Mathis' tutorials and tips here, you will learn a lot!
keep it up
Edit: Oh and I quickly made up an image with some tips on one of your weapons - the same possible solutions i've suggested with this can be applied to most of your concepts though, since you seem to have gone with the first idea you thought was cool, rather than exploring shapes and designs with thumbnailing... as a result, I think your design is suffering and could easily be improved.
Hope this helps:
try drawing the edge loops directly on top of your ortho again this time try adhering to his example.
dont give up!
I will practice this more, but also seek to -learn- at the same time.
Thank you for your example it has helped. I am a follower of the POOP, so I will look at his other Tutorials more. He taught me how to Unwrap.
That is why I joined you guys. Your feedback is life changing, and sometimes I am too narow to see that my design sucks, or needs improving.
-Andrew B. Chason
1. It's fast and easy to do
2. You can create a ton of radically different silhouettes and shapes, then pick one you like best as a base for detailing and refining.
3. You might come across different ideas you hadn't even considered before, just by letting your brain examine semi-random shapes and silhouettes.
This is a really extreme example, but check out Paul Richard's site ( http://www.autodestruct.com/concept.htm ) - he has one of the best examples of thumbnailing I've seen ... although really most of his thumbnails are full concepts in their own right. But you'll see that whenever he's designing stuff from something as simple as a chair or crate, to a full character, he'll do a ton of different sketches so that the best suited design can be picked.
-Andrew
But I guess it's up to you since it's your model, just saying it's not really standard practise to mix them to such an extent, and as a result looks quite odd, harder to understand the mesh just by looking at it.
Thank you again.
-Andrew
It's a good way of working, not everyone uses it, but I have seen very good results from this method. If you start with a quad in EPoly in Max, just hold down Shift and drag an edge with the move tool active, it should extrude it - this way you can pull out loops to rough in a shape very quickly.
Polyboost just adds some fancy tools for doing certain operations quickly, but at this stage I'd recommend you just focus on nailing down a solid technique for modelling before worrying about any additional tools.
Personally I model from boxes and just cut/move edges into position, starting with very low detail to rough in the forms and masses, and gradually add more edge loops and rings to define the forms.
My brain and I have been talking, and we have decided we don't want to, "Suck at life".
This semester is going to be focused on learning Z Brush, as well as more Edge Modeling. I bought the Sword Master Tutorial from 3D total, and may learn how to do characters as well.
Thank you all for you help,
-Andrew B. Chason