Max viewport grab using Laurens' real-time shader. The normal was quickly done, and the diffuse isn't final or even close. No specular done yet either, but I hope to get it all done by the end of the weekend. It's a flat plane, and here is the high poly:
I'm working on a standard character to test my rigging skills on... i did a time lapse of modeling the head in zbrush. I use the topology tool after the base sculpt is done to model the head. I already had the body and ears modeled, so i knew how many edge loops these areas needed.
I finally dug this out and I think she should be finished already
torso skin is the stretch and the pelvis is the wackiestly constructed. to make matters worse my tablet is broken so i'll have to mouse my way out of this. boo hoo old crap models and how much i miss them
So, yeah, I feel bad posting this around some of the great stuff here, but I just wanted some opinions before I go much further on the model. There's still alot of cleanup and details (hair, bands on body) to go, but if there's anything that you guys see that I should change please let me know.
The biggest reason im doing this is because the face doesnt seem right to me, like I should be laying it out different or something.
A bit of background, Im at Wake Tech in NC and the project is for a character development class, the teacher is requiring a 2500 poly limit, and right now it's right on the border of it.
There's a split down the middle where I could be saving some polies, because it's still in 2 pieces right now.
I've lurked around for a while and I value the opinions of everybody here, so thanks.
so yeah, just a small chibbi style character made after an old character i had laying around.
I also posted this in the 500 or less thread... hope nobody gets angry:poly136:
Elite
Makes me feel kinda crappy with all the awesomeness around me.
redmond_david - that tank has got sweetness textured all over it would be nice indeed to see some flats
conte - thanks im glad you like it still havent finished it yet oh so close though
spacey - those models have some style, just for fun?
heres another something i started last night - Venture bros fan piece -
Dr. Girlfriend!
Her face is looking a bit blobby there, I'd definitely smooth it out, she always looked like she was supposed to be fairly attractive in the series. The eyes and cheeks you've given her aren't quite as "pretty" as they could be, I think.
First post here.
As I am trying to back into modeling I thought I might try and make a level in ut3 with 100% custom content. I have chosen to re-make shipment from cod 4 as I am not too familiar with the ut3 editor as well.
Wip Container (start with something easy)
I just noticed that some of the rounding needs to be fixed in this image.
Wireframe
Please tell me if I have done something wrong at this stage so I don't go further down the line and exacerbate the problem.
Yes, it is. Or you might know him by Budai Luohan(the Chinese name), Hotei being the Japanese pronunciation. Common misconception seeing this statue as Buddha, but for arguments sake he is known as the "Laughing Buddha"
The statue of Buddha, i.e. Gautama Buddha(the original Buddha) is this:
Virtuosic - how long did it take to retopologize if you don't mind me asking. I found the process very fiddly myself.
redmond, thats cool
About 25 - 30 minutes for me now.
There is a certain edge flow to heads that you memorize after doing it multiple times. If you don't know the edge flow, then it will take you forever to connect all the dots.
I usually don't do the ears and the mouthbag in Zbrush though, i'll bring it back into max, relax the mouth a bit, then detach the front of the face and model the mouthbag from there.
I have a pre-made ear that i use that has 22 edge segments i think, so i try to cut the ear hole accordingly.
once i connect everything, i unwrap it in max or roadkill, then i bring it back into zbrush for the final sculpting and detailing pass
Replies
...still a lot of tweaking to do on that dude
That is awesome man.
Max viewport grab using Laurens' real-time shader. The normal was quickly done, and the diffuse isn't final or even close. No specular done yet either, but I hope to get it all done by the end of the weekend. It's a flat plane, and here is the high poly:
this is a work in progress of the user interface for the Airborn UT3 mod
it's planned to be realtime 3d ingame, so this is just the high poly.
the "weapons console" in the middle is a bit thick for now, will make it smaller, a bit less bulky soon
This was much faster than using max. enjoi
[ame]http://www.youtube.com/watch?v=aXxMwW0VsY4[/ame]
torso skin is the stretch and the pelvis is the wackiestly constructed. to make matters worse my tablet is broken so i'll have to mouse my way out of this. boo hoo old crap models and how much i miss them
The biggest reason im doing this is because the face doesnt seem right to me, like I should be laying it out different or something.
A bit of background, Im at Wake Tech in NC and the project is for a character development class, the teacher is requiring a 2500 poly limit, and right now it's right on the border of it.
There's a split down the middle where I could be saving some polies, because it's still in 2 pieces right now.
I've lurked around for a while and I value the opinions of everybody here, so thanks.
I also posted this in the 500 or less thread... hope nobody gets angry:poly136:
Some wicked work up here, keep it up gents.
redmond, thats cool
Hahaha, can you guess what sucks up a lot of my time?
man, that looks great!
i am flattered.
spooky scary skeletons?
(http://www.weebls-stuff.com/toons/spooky+scary+skeletons/)
conte - thanks im glad you like it still havent finished it yet oh so close though
spacey - those models have some style, just for fun?
heres another something i started last night - Venture bros fan piece -
Her face is looking a bit blobby there, I'd definitely smooth it out, she always looked like she was supposed to be fairly attractive in the series. The eyes and cheeks you've given her aren't quite as "pretty" as they could be, I think.
The missus was messing around with some 2d stuff.
I am trying to get her to some more detailed stuff for 2d vid games
yeah, done some more work on my anims, but was wondering how to deal with the jacket
which seems strapped to the leg. Perhaps an extra bone ?
http://www.mikerusby.com/images/gangster.avi
made a gold shader
As I am trying to back into modeling I thought I might try and make a level in ut3 with 100% custom content. I have chosen to re-make shipment from cod 4 as I am not too familiar with the ut3 editor as well.
Wip Container (start with something easy)
I just noticed that some of the rounding needs to be fixed in this image.
Wireframe
Please tell me if I have done something wrong at this stage so I don't go further down the line and exacerbate the problem.
Medestruit - Awesome work man, cant wait to see the finish one
Coop510 - The polys I see that you can shave off so far are the ones on his chin, the third one bottom up that on the face close up.
redmond - Great work, that 512 was definitely put to good use.
Odium - Wow, can we have flats please.
Surfa - First of all, welcome to Polycount! The model looks good, nothing I see wrong with it.
working on a buddah, gold shader is for him
Nice shapes though.
now im making the hands and feet and then the coat^^
Yes, it is. Or you might know him by Budai Luohan(the Chinese name), Hotei being the Japanese pronunciation. Common misconception seeing this statue as Buddha, but for arguments sake he is known as the "Laughing Buddha"
The statue of Buddha, i.e. Gautama Buddha(the original Buddha) is this:
But anyway, haha
subd-part and the ground shape of the coat is done, now i have to sculpt the coat .. i hate sculpting
About 25 - 30 minutes for me now.
There is a certain edge flow to heads that you memorize after doing it multiple times. If you don't know the edge flow, then it will take you forever to connect all the dots.
I usually don't do the ears and the mouthbag in Zbrush though, i'll bring it back into max, relax the mouth a bit, then detach the front of the face and model the mouthbag from there.
I have a pre-made ear that i use that has 22 edge segments i think, so i try to cut the ear hole accordingly.
once i connect everything, i unwrap it in max or roadkill, then i bring it back into zbrush for the final sculpting and detailing pass
highpoly = done
now i need to know how i retopologize in zbrush, i have no clue