Screenshots
Re: Screenshots
It looks like maybe there's some really high boots on her but the tops are only just visible, so it makes her thighs seem like they have a weird bulge when they don't, it's just how the boot catches the light? Arms look good. Arms are hard to do, especially the wrists
Not like I'd know, I've never properly finished a character model. I don't have a good enough grounding in anatomy to get any of the proportions or muscle shapes right!
Not like I'd know, I've never properly finished a character model. I don't have a good enough grounding in anatomy to get any of the proportions or muscle shapes right!
Re: Screenshots
Ah the boots, yes, missed them.
My mistake, but maybe they need to be defined as separate parts a little better, then
My mistake, but maybe they need to be defined as separate parts a little better, then

Re: Screenshots
I thought the same thing but couldn't quite place it at the time what was strange about the proportions. If she's wearing boots, her knees are still a bit low. They should be halfway between ankles and hip. She's wearing heels so those knees should be just a a couple of polys higher.
EL: are you going to be using any sculpturing tools later for a high poly version? I'm interested in what your suggested workflow is going to be if you have one or if you are just "winging it" as you go along.
EL: are you going to be using any sculpturing tools later for a high poly version? I'm interested in what your suggested workflow is going to be if you have one or if you are just "winging it" as you go along.
Re: Screenshots
obsidian, I'm not sure, I'll probably try zbrush once I get this low poly down.
Thanks for the tips, here's another version.
[lvlshot]http://evillair.net/tmp/01_fem_model.jpg[/lvlshot]
Thanks for the tips, here's another version.
[lvlshot]http://evillair.net/tmp/01_fem_model.jpg[/lvlshot]
Last edited by evillair on Sat Mar 22, 2008 5:48 am, edited 1 time in total.
[url=http://evillair.net/v4]evillair.net[/url]
Re: Screenshots
You don't need to really.. just be observant (which I know you are), it's simply a matter of proportions (relative to idea).Shallow wrote:...Not like I'd know, I've never properly finished a character model. I don't have a good enough grounding in anatomy to get any of the proportions or muscle shapes right!
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Re: Screenshots
Kat wrote:You don't need to really.. just be observant (which I know you are), it's simply a matter of proportions (relative to idea).Shallow wrote:...Not like I'd know, I've never properly finished a character model. I don't have a good enough grounding in anatomy to get any of the proportions or muscle shapes right!
Or use references

[url=http://evillair.net/v4]evillair.net[/url]
Re: Screenshots
Hummmm.... what kind of "references" are you using? 

Re: Screenshots
Hmmn, that's the mystery. Surely there are no sort of references on this "internet" that could be useful in describing the female form.obsidian wrote:Hummmm.... what kind of "references" are you using?
Just think what you could have on your work computer for research...

evillair, that's looking cool (although I'm in agreement about the thighs being maybe a bit long). It's not clear from here if the cowl + half-shirt is all one garment or not...? Be sure to post a skinned version when you get that far.
Re: Screenshots
evillair wrote:...here's another version...
Yes, makes a lot more sense to me now.
Still, heighten the knee a bit, because the calf looks like it sagged down after a tendon got cut or something

EDIT: At least it looks that way from the side view.
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Re: Screenshots
evillair, i know you're trying to keep "her" proportioned, but do a version with some bigger cans - version D perhaps. kthx.
Re: Screenshots
make her all sweaty and stuff all the time too... and if you do animations, she has to inhale and exhale a lot to expand her... ribcage
Re: Screenshots
Some progress on the speedmap I posted a little while ago, generally working entirely in 3ds at this point (first shot is an older one):
[lvlshot]http://img171.imageshack.us/img171/2339/kazdm4alpha1op4.jpg[/lvlshot]
[lvlshot]http://img166.imageshack.us/img166/8982/kazdm4alpha3tk8.jpg[/lvlshot]
[lvlshot]http://img171.imageshack.us/img171/2339/kazdm4alpha1op4.jpg[/lvlshot]
[lvlshot]http://img166.imageshack.us/img166/8982/kazdm4alpha3tk8.jpg[/lvlshot]
Re: Screenshots
Erm, your not modeling that... Are you?
Re: Screenshots
or more to the point, not making it as one giant model instead of several smaller ones
i'm surprised no one has made an entire map out models with caulk in the walls for VIS purposes, especially since ASEs don't have that pesky 1024^3 limitation of the md3 format
i'm surprised no one has made an entire map out models with caulk in the walls for VIS purposes, especially since ASEs don't have that pesky 1024^3 limitation of the md3 format
Re: Screenshots
It's because it's such a major pain in the ass to do. Trust me, speaking from experience from here.
It takes a bit of time to flush out the details since the modeling app won't automatically clip faces or fix t-juncs, collapse co-planar polygons, etc.
Then you have to UV-map everything. I suppose you can use a cubic projection modifier for that, but it's still a pain scaling textures for every surface.
Specialized tools like Radiant are so much faster. Save the modeling app for details.
It takes a bit of time to flush out the details since the modeling app won't automatically clip faces or fix t-juncs, collapse co-planar polygons, etc.
Then you have to UV-map everything. I suppose you can use a cubic projection modifier for that, but it's still a pain scaling textures for every surface.
Specialized tools like Radiant are so much faster. Save the modeling app for details.
Re: Screenshots
I don't plan on exporting the thing as a single huge model, but I want to do the design inside of 3ds and then decide what will be brushes/patches/models. I just like being able to make small details easily.
Re: Screenshots
seremtan wrote:or more to the point, not making it as one giant model instead of several smaller ones
i'm surprised no one has made an entire map out models with caulk in the walls for VIS purposes, especially since ASEs don't have that pesky 1024^3 limitation of the md3 format

[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Re: Screenshots
yea whats the deal kat. makes some models already. maybe some stony-rock models. Maybe even a few maps.
Re: Screenshots
Fjoggs wrote:yea whats the deal kat. makes some models already. maybe some stony-rock models. Maybe even a few maps.

[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Re: Screenshots
Kat wrote:seremtan wrote:or more to the point, not making it as one giant model instead of several smaller ones
i'm surprised no one has made an entire map out models with caulk in the walls for VIS purposes, especially since ASEs don't have that pesky 1024^3 limitation of the md3 format
yeah ok ok so my ear is miles off the ground these days vis a vis id tech mapping. sue me

perhaps i should have said 'not too many' instead of none
Re: Screenshots
Started to work on the terrain to one of my maps
[lvlshot]http://www.g0th.se/pics/castle_wip_ut3_terrain.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/castle_wip_ut3_terrain.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 10:03 pm, edited 1 time in total.
Reason: lvlshot'ed that image.
Reason: lvlshot'ed that image.
[url]http://www.g0th.se[/url]