Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 16 05-04-2006 , 06:48 AM
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# 17 05-04-2006 , 06:55 AM
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# 18 05-04-2006 , 07:58 AM
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# 19 05-04-2006 , 08:38 AM
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Thanks for the comments guys, I'll try fixing up the hands and face etc... the seam lines you see is because I have not combined and attached... when the model is basically done, I'll attach the seams.
The body does need more work but I think I am going to
work on the detail a little later.

any more comments welcome user added image
thanks again for the advice.

I'll attach the poly wireframe
cheers user added image

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# 20 05-04-2006 , 09:38 AM
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Good work man :attn:

Good modeling user added image


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# 21 10-04-2006 , 05:08 AM
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# 22 10-04-2006 , 05:10 AM
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# 23 10-04-2006 , 10:46 PM
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Ha ha! Good job toxic bunny! Well done! I really like those sneakers and your whole model has a nice feeling to it. The only area that is still bothering me are the hands - they just still look a little too human for me - maybe it's just a personal preference, so don't pay me too much attention if you don't want to, but I might still fatten them up a bit more.

# 24 10-04-2006 , 11:21 PM
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very impressive ..i like the whole look of the model ..unique ...

# 25 10-04-2006 , 11:29 PM
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Very nice model, well done. But I agree with arran, the hands do not reflect the style the rest of the model is made in, would be nice to see them a bit more "cartoony" user added image

# 26 11-04-2006 , 04:52 AM
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Thanks for the compliments and advice user added image
I know the hands are to human... I do need to make it a little
fatter and maybe a tad longer...

I am busy rigging the character... the joints etc are not the problem for me but the skinning... I don't know where to start,
each vert needs to be weighted! Will take some patience..
the problem is that my model has alot of geometry which makes it more difficult, I should have taken a different approach.


"Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep - Scott Adams"

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# 27 11-04-2006 , 11:11 AM
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Yeah, I am in the middle of learning rigging too. Lots of fun... :headbang: If you haven't already, you should check out the paint weights tool. (I think it's under skin > edit smooth skin) It lets you pick each joint and then paint which areas you want to be affected by it. Just make sure you put the character into a pose and that you have the skin that you want to work on selected before you activate the tool. Sorry if you already know this. Also, I am not sure, but I think you might want to make sure that your modelling is finished before you start rigging.

# 28 11-04-2006 , 11:54 AM
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Hey bro, don't apologise, thanks for your input.
I suppose I better tweek my model before I work on the rigging.
I am goint to add a shirt and also give him short pants... he should turn out great when I'm finished.

I'll keep you all posted as it progresses
cheers user added image


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# 29 11-04-2006 , 11:54 AM
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I have just finished rigging my first character. I'ts a lot of work, but very rewarding. It's so nice to then go on and animate it.
What I did and it is probably really really wrong, but it worked. I rigged and skinned my low poly model, with paint weights and everything. Then I animated and after I finished the animation I used poly smooth (mainly because I was so keen on animationg that I simply forgot to do that befeorehend) But to my suprise it was fine.
So maybe you can try that. Just do a test, smooth bind your low poly model do a simple animation smooth it and look wht happens.

If anyone knows this is really wrong please correct me.user added image

# 30 11-04-2006 , 12:35 PM
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well I cant wait to see the progress . i love work like this where it is cartoon like.

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