Current Progress
Mercenaries, In fairy world, Scrug and Grucs.
Scrug is going first.
Quick and dirty color scheme.
I'm planning on using the specs of what super smash bros brawl fighter would be but I can't find em.
Guns will Include:
Zombie Launcher
A gun that shoots pieces of the end of the world
Radioactive Egg Machine gun
(getting ahead of myself)
Replies
@perna, Wha?
@illadam, Thanks!, yea I might take a bit to get more up 'cause my bro is back from collage for the week, so I' probably get something up by next week.
You have a sketch thread? Planning to model these guys?
Now would do you mean that the zombie launcher will shoot pieces of the end
of the world? How is that going to work?
http://www.scenicreflections.com/files/oddworldsw_screamingcowboy_1024.jpg
I'm inclined to agree. Nice stuff, mate.
Pope, Yea I got a sketch thread and I'm going to model these guys.
gracik, oh, you shall see. I'm going to model some weapons for them afterward.
Jackablade, neato, thanks.
Anyone know the specs for a SmashBros Brawl fighter by chance? As far as Tris and texture?
Anymore I don't think any specific polycount can be 'best' for a portfolio.
I think it's more of what you're aiming at the piece being for.
There are jaw dropping models in the low-poly thread at under 500. On the far end of the spectrum you could go 100,000 for a high poly to bake or for cinematics.
I almost think the best thing to do would be to have versions of all the above.
a low poly for DS/cel phone specs.
a 'next gen' game model at probably around 5-15,000 polys. (seperate weapons).
a hi-poly to bake.
also having the concepts, wireframe, flats included is probably a good idea.
That would show a good deal of all around work and the ability to use different techniques depending on what is called for.
Overall it's probably best to just include your best work whatever it is.
Thanks for the feedback!
Looks pretty cool dude.
Additional quick question where the heck is 3DS's poly mend tool?
I'm pretty sure that's what it was called in Maya, it let you select edges and it would c reate facew connecting them, Google has failed me.
Just started the head, having issues making his jowls.
It's much to fat and blocky right now.
Yet another quick question, how do I combine geometry in 3DS?, I need to actually start attaching body parts now.
And i need to know how to align all selected verts to an axis, to mirror properly.
Can't find it via google.
Also fairy is now full of funk, and insist that you are a jive turkey.
Added some heavier brows so he can be more expressive when I pose him.
doodles
Still need to work on his head shape, damn jowls are hard.
Somehow completely neglected his back, looks boring. Getting on that next.
Any tips and crits are appreciated.
> Please Help!
I've got two problems that I really need help with, I can't seem to Google my way out.
All my verticies are lined up the same on the X axis, yet when I mirror anything but Scrug's body, it just seems to choose a random point to base it of, whether I mirror them separately or select them all and mirror.
I also need to know how to keep his pads and accessories easily selectable after I attach them, I remember seeing something in a tutorial that came with Unreal 2004 about making the pads some kind of group, but that was in Maya.
Please help, I only know what I've picked up along the way through tutorials. If it's in the least bit complex you may need to spell it out.
Thanks for your time.
Or create a box and center it on 0,0,0, select box, attach everything...delete box. Your mesh will have the same pivot as the box.
Another way is to use world coordinate center like so:
In this mode all objects will use 0,0,0 as pivot point. This wont fix the pivot point problem tho...
2.Max has grouping...check the grouping (or is it group?) menu ,
If you meant easy selection when attached to the character mesh, then use "select by element" (hitting 5 should activate the subtool).
I had to do the first thing Psyk0 suggested to about a hundred models so I wrote a script.
To World Center:
It moves the pivot point to the lowest point in the model on the Z axis, centers it's X,Y there, and then moves the model to the world 0 0 0 just like Psyk0 suggested but in a button click or keystroke, or in my case executed as part of a long series of open, run script, export, save as new iteration commands. I only wish all horribly repetitive tasks could be that easy to script out.
To install it:
Main Menu > MAXScript > Run Script... > VigTools_ToWorldZero.ms
It will look like nothing happens, but something did.
Go Main Menu > Customize > Customize UI > change the Category to VigTools > either assign it to a keystroke, or drag it to a tool bar.
I also suggest not using the mirror tool, it will flip your geometry and UV's inside out, you'll see it corrected when you reset Xform and turn on backface culling (with object selected, right click, go to object properties). I suggest use the Symmetry Modifier instead, it also welds the seam so you don't have to.
Flipped UV's don't relax well until they are flipped to right facing. If you've ever had relax completely dork out on you, or flip the piece inside out, you more then likely have the mirror tool to thank.
Looking pretty cool btw, I really like the concept and the model seems to be sticking to it pretty well
For some reason it reminds me of Toad from the Wind and the Willows, but only grittier and with a bit of T-Rex tossed in. Probably because I'm reading it to my daughter... heh
Just learned about the symmetry modifier from you , and yea I like it better than mirroring and having to weld everything myself, having less UV issues is great cause I'm just about to start unwrapping them.
I loved that book. Thanks.
Now if you'll excuse me I've got some tutorials to watch.
FREE LEARNING..... AWAAAAAAY!
The picture was made while just having fun trying out some new styles, which explains its messiness and why only one character is colored.
That being said, should I spruce up my first concept and display it? That'd help show that I can "capture the concepts character" right?
Maybe I'm answering myself....
Regardless actual progress update in a few days.
The method I use when mirroring, which to me is a little simpler than the other suggestions, is in the Hierarchy panel, turn on 'Affect Pivot Only' then just type in the value in the transformation boxes on whichever axis you're mirroring on. If you're working to the world origin then obviously just slap a 0 in there. You can see in the screen that I'm working along the Y axis.
I know you'd already found a solution but I thought it couldn't hurt to throw my two cents in there.
Also, if you're exporting to Unreal Engine, then you don't need to have all elements combined in a single mesh. Just select everything you want and use File>Export Selected. When you import it into unreal it will be treated as a single mesh. This works too if you're using ActorX to export psk files for animated data, and having the elements as separate components can really help when animating. Keep the elements together in this case using hierarchies, the 'Select and Link' and 'Unlink' buttons next to your undo/redo on the top bar.
I'm kinda new to modeling so I don't really know which solution I like best yet, but I will give this a try for sure.
After I'm done with the model I was planning to make a little scenery, (nothing much maybe like a little stand esque base with a crumbled wall and a shrub or something) , Stick him in a interesting pose, Set up a little lighting to make it look good and put it in a portfolio.
I don't know much about exporting yet, would going into the Unreal engine be something I should look into?
If you don't already own UT3 then I recommend hunting down a Collector's Edition, as this comes with a DVD of tutorials from 3DBuzz. If you don't know who 3DBuzz is then I suggest you go check out the website now:
http://www.3dbuzz.com/vbforum/sv_home.php
It was buying a copy of Unreal 2004 that actually lead me into modeling. Came with Maya PLE and some tutorials but I was only like 14 when I got it and didn't have the fortitude to really do anything. But nows I'm back... with a vengeance.
Is there no way to use UE3 without the game?
Thanks for the tips!
It is an excellent investment though. I personally don't play the game, nor did I play UT2k4 for that matter (the original UT was the only playable version before they tried to mimic Q3 Arena), but the art within the game is second to none. As a resource to learn from the assets that come with UT3 will be more valuable than any tutorial you could read.
As long as your graphics card is capable of Shader 3.0 functions then you should be fine; the game is pretty well optimised for lower spec machines.
Reworking the head. Wasn't digging the roundness.
And Making a better concept for display purposes, just beginning, trying some tips from jouste and some other sources
If I recall correctly, I suck at texturing So before I get into that I'm going to practice on some low polys. We can always use another bobo demon, eh?
Oh well no use moping around.
I was planning on making my first bump map in Zbrush using the model I made. I've been toodling around for awhile learning some of the swings of zbrush, so I made a zsphere version of this guy, thinking I'd give my first character sculpt a shot.
I feel like I got the basic gist of it.
I'm realizing there's a lot of terms I don't know, especially terms that end in "map". I knew bump mapping had something to do with how lighting affects a texture in game, and I kind of assumed a displacement mapping was kind of the same thing.
1 x 2048 Color Map
*1 x 2048 Reflection Map
*1 x 2048 Specular Map
*1 x 2048 Specular Color Map
*1 x 2048 Normal Map
*1 x 2048 Bump Map
*1 x 2048 Opacity(transparency) Map
*1 x 2048 Glow map
*1 x 2048 Glossiness map
(From the DW rules). I was wondering how many of these maps would commonly be present on a single in game character? Surely not all of them, right? Are they all very different things?
(I get the gist of most of them, from google searches)
Not sure how detailed/gritty I want to go, I started out with a kind of Ratchet & Clank feel in mind but now, I really like playing with Zbrush.
Can anyone direct me to a tutorial on taking out/merging new geometry into a zbrush mesh?, I boogered up the hands, I didn't notice that when I made a Unified skin the fingers became odd jagged things.
I think I will make the boots a separate piece, I should have done that to begin with I guess.
I'm really hoping the merging geometry in zbrush is going to go as well as I hope it does.
I don't think ahead enough...
first of all, I'd get rid of that goddamn material. when i sculpt i use the white cavity material (which i think is right next to that one) in my opinion, that material is a hideous whore, and quite frankly, i can't tell what the fuck is going on when i see it.
right now he's very gooey. don't be afraid to smooth over him in large areas and throw away work that you made. It's important to learn how to get clear, crisp, distinct forms.
This a bit easier on the eyes?
I'm thinking to get crispier forms like you said, I should make things like straps and buttons separate, yes?
I shall redo the neck brace entirely. As it seems like an random mass to me now.