Game Editing > 3D Modeling & Content Creation
3D Modeling WIP Topic
ratty redemption [RIP]:
thanks kat and yes the diffuse, diffuse detail and normals detail textures are tiled, the baked normals are unique for each mesh and that one there is the size of a large building iirc.
currently the main diffuse texture is 1024x1024 but i'm intending on making a new version soon of a 4096x4096, although i don't know if the idtech4 engines and xreal which dersaidin's team is using will load textures that big?
silicone_milk:
Let's get some new content posted!
Working on the Hellchick 2.0 concept by Paul Richards. Model is intended to be a .md3 for Quake 3.
1.5 hours in:
[dead images]
Untextured and testing to see if it at least imports in to the game properly:
[dead images]
kat:
You've definately improved your general awareness of shape and form so whatever you're doing keep it up. Couple of points to consider and speaking of which, you don't always need to terminate a boob on a point like that, it's better to avoid doing it because of tri-stripping issues (I know you know about this but for those that don't click here). I know it's still early days yet but keep and eye on the shoulder area and watch your general distribution - unless you're going to animate the boob for instance, you might be able to loose a few polys there and add them as loops around the legs. *up*
OT: the forum seems a bit iffy with images sometimes so you can use "width=[value]" (e.g. "width=720") to have it resize - "720" is a good one to use as it fits nicely into the post width.
silicone_milk:
Thanks, man :) It's interesting because I *haven't* been doing anything. The last humanoid model I attempted to do was that Toph model which I lost between harddrive switches :-\
The only thing I did differently was that I started by blocking out the leg first without mirror modifier then duplicated the object and joined them together. From there I worked upwards.
I terminated the breasts on a point like that because I was having a hell of a time with edgeflow around that area. I ended up checking out another low poly mesh that did the same thing and I think it's working well. I couldn't figure out how to get the edges working out the way I wanted with pure quads =\
I just might animate the breasts too ;) Q3 is in need of 'jiggle physics'.
Here's what I've got going on for the shoulder/armpit area:
[dead images]
ratty redemption [RIP]:
cool, good work so far milk, and interesting article you linked to kat, is that new to katsbits?
milk, i really liked the original concept art from paul richards, do you have a copy or link to the rough drafts where he did lots of variations on hellchick? i used to have a copy but not on this hdd.
a tool i found useful when poly modeling my female character's breasts was to use blender 2.49's mesh menu > transform > to sphere (ctrl shift s) on the edge loops around the nipples etc, as that made them look more rounded, some of yours look a little more angular.
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