Hello.. I have always been dreaming of making a model for Quake3 arena like 3 years ago... And today, I have finally making my first model(In wings3d). The model has been constructed in Wings3D from scratch. Though it still needs some skinning and animation.. though my next step is getting to skin the model. The model has…
Not too bad for a first attempt. The positives are that you have extra geometry around the elbows and knees so the model won't fold when it deforms which is good, and you've attempted to work in some details. The negatives are the body is pretty shapeless, his torso looks basically like a block and his arms and legs are…
Thanks for the comments... But my model is supposed to look more like a cartoonish/cybernatic type character than a human looking one because in my opinion, human like models look a bit boring except for the outfit style. I tried animate him in milkshape but his legs and arms appeared to get deformed using the default…
It's always good to see someone taking their first baby steps into the world of 3d. For a first model, it's good. Keep learnin' it will be cool to see you get it into quake.
Update: Here are the textured version of this model. As I said, hes not supposed to look anywhere near a human. he's mostly a computer graphical character(or call him a cartoon dude) to frag in various first person shooter games.
It might help if we can see the concept of what you are going for. Right now, it appears you have some good things going as far as joints and poly distribution, but if this is meant to be humanoid, it certainly needs some shaping. Good start though. My first model was basically a bunch of boxes and cones.
Ok.. I think I ran into a difficult problem.. I have three skins for each meshes(upper body(512x512), lowerbody(512x512), and the head(256x256)). When I took a look at the lower part of a sample model, it included the upper part along with two seperate textures(head and body), as well which I am about to get puzzled on how…