PlaneShift
Fan Area => Fan Art => Topic started by: John80sk on February 26, 2006, 02:11:15 pm
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I\'ve been playing Planeshift a bit now and noted the shortage of 3d models so I thought I\'d take a crack at low poly character modeling. No texture yet but I\'d like some opinions before I start uv mapping. Meant to be a female nothrir, but I\'m not sure if that\'s what it will stay, heh.
http://img.photobucket.com/albums/v521/john80sk/ElfRender.jpg
EDIT: Forgot to mention, 1,448 polies
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Niiice! I particularly like the facial structure. Very elven. Not a bad poly count, too :) Might want to model some clothes on her though, unless she\'s going to end up wearing very skin-tight leather ;) I\'m very curious as to how your texturing will look.
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Very good :)
Karyuu is right though, model must look like wearing some clothes (unles she is topless dancer ;) )
Number of polys is very reasonable, even model of groffel has more.
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On a side note - it would be great if characters could really wear clothes, armor etc.
Ah, and what about rule \"models shown publicly won\'t be included in game\" ?
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Well done! I\'d design some clothes for her, then try to figure out what you need to model and what can be textured on.
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Thanks for the comments, I added clothes today, which with this low poly of work basically consisted of welding the breasts together since the concept art seems to involve a bathing suit type deal... Also started on the texture, but it\'s not complete enough for me to bother showing.
I had another case of insomnia tonight though so I decided to model a male Xacha. 1579 polies but there\'s a ton of optimizing I can do.
http://photobucket.com/albums/v521/john80sk/?action=view¤t=XachaMRender.jpg
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Very good, and let me guess. You\'re using 3DS Max, those renders are very characteristic of the daylight rendering system.
My one concern with the nothrir is that her head seems to be a little large for her body. Unless elves have big heads....
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Beautiful modeling :) I\'m going to keep a keen eye on this thread.
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Cool.... the female\'s head are a bit big... are you going to join the developement team?
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That wouldn\'t be fair to cherppow, who made over a hundred models, although doubtlessly of less complexity :P j/k
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zanz is right. Head too big. Makes the rest of her look small. And PLEASE put some clothes on her.
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Originally posted by defender43
And PLEASE put some clothes on her.
It\'s not a disaster, the shape of the body is sculpted wonderfully ;)
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I know, but still...
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Don\'t be prudy! ;P
j/k, he\'ll get around to clothes I\'m sure, but they are actually a lot harder to model than people think. Plus, since it\'s jsut gray right now, why does it matter? She may be wearing a leotard.
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I can be prudy if I want.
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it \'ll be cool that you would contribute in the team, i see you can.
Btw: would you like to work in out 3d one of my drawings?
(Not those on the forum)
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Some wireframes would be nice. The raytraced renders look nice, but can\'t really see the meshflow.
Edit: If you\'re in max, just do a forced wireframe render, and overlay that over the original in photoshop. Shouldn\'t take more than 2 minutes, and the outcome looks nice.
:emerald:
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:D I have no real advice to give but I wanted to compliment the model. Very cool indeed.......
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Once again thanks for the comments, and especially the contructive criticism (can\'t get better without it can I)...
Well, anyways, a WIP shot of the Xacha
http://img.photobucket.com/albums/v521/john80sk/XachaMTexture.jpg
And one with the wireframe showing for falcon
http://img.photobucket.com/albums/v521/john80sk/XachaMWire.jpg
A new render of the CLOTHED Nolthrir shouldn\'t be far off, but the UV map took longer on her as it usually does for female characters. I also ended up scaling down the head quite a bit (really need to find better female reference pics)
Very good, and let me guess. You\'re using 3DS Max, those renders are very characteristic of the daylight rendering system.
Yessuh, 3DS with a skylight and lightracer... you can get a similar effect with Yafray/Gmax, although not really as high of quality.
On a side note - it would be great if characters could really wear clothes, armor etc.
Ah, and what about rule \"models shown publicly won\'t be included in game\" ?
Well that seems rather illogical, as people will see them sooner or later anyways :P
Btw: would you like to work in out 3d one of my drawings?
Well, won\'t hurt to send the image my way, I like any excuse to skip out on my texturing assignments to work with 3ds
are you going to join the developement team?
I\'d be interested, just not sure if I have the time
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It just gets better and better with every post. I\'m in awe, feel free to post more... or anything. Serious, it\'s great!
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Loving the work you have done... I tried 3D once or twice myself but wasn\'t patient or knowledgable on the subject to do anything. :3
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heck, you don\'t need to texture well. Your models almost stand alone!
I really like your work.
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The first thing that came to mind when the picture was loading was... well... im not going to say. But it is relativaly a good piece of mesh. Surtainally better than I can do. (For those of you that don\'t know, I don\'t render humans [yet*]. I do objects :o) )
You should try adding some uv textures. Over all, good work.
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heck, you don\'t need to texture well. Your models almost stand alone!
I\'m pretty much going to have to completely disagree. Good textures make or break a model. Crappy texturing will make any model look terrible.
Edit: Thanks for the wireframe. Everything looks pretty good except the arms. Your elbows and shoulders won\'t get very good deformations I\'m thinking. Go to http://www.poopinmymouth.com and grab some of his tutorials (I think he even has a quick picture specifically on shoulders). I know he has some excellent video tutorials which will show you how to set a biped up for good deformations.
:emerald:
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Mr. Falcon sir, I\'ll have to disagree with you disagreeing with me. I\'ve seen some fantastic models that were amazingly detailed, and UV mapping them would just lose the details. I\'m really big on the 3D sculpting, and tossing in a daylight rendering of it to enjoy the subtle bumps and muscles. Although our disagreement probably arises from you thinking more like a game artist, and I enjoying high poly art.