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Old 14-10-2005, 06:55 PM   #1
clericuzzi
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Default SECT/OCT NOOB - Clericuzzi

I don't really know what happened to my previous post here,it hust vanished, but its OK 'cause i haven't started my model yet, i think that i stiil have time, and im going to try to make a 3d version of AXEL from STREETS OF RAGE...

Here is a pic of him...
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Old 14-10-2005, 06:56 PM   #2
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and here is the cover of the game, if any of u guys can't remember it...

so, i better get to work
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Old 14-10-2005, 08:17 PM   #3
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welcome and good luck
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Old 15-10-2005, 10:16 AM   #4
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Good luck, and welcome to the board!
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Old 16-10-2005, 11:36 PM   #5
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tkx, guys!!

yesterday i finished his leg, and right now i'm workig on his torso...

when i finish it i'll post an image. But even tought it is a game model is it Ok for me to make it as an subD object, because so far i'm trying to have the least poly count possible?
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Old 17-10-2005, 03:50 AM   #6
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as i'm running short in time, i thought of posting my progress before i sleep...

i finished the torso and attached it to the leg, i still think that the poly count is too low, but i think that is good huh???
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Old 17-10-2005, 03:53 AM   #7
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and here is the mirrored and converted to a SubD surface version...
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Old 17-10-2005, 09:13 AM   #8
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just check out the horizontal lines in the model, it'd be better for them to flow with the angle of the body (e.g, especially in the leg) as it'll make the modelling easier to tweak. Try modelling the arms in the T position (outstretched) so its easier to rig it once complete.
I think lower poly is good (but may be wrong) because you can add more detail in once its all blocked out.

Good start though, keep it up
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Old 17-10-2005, 04:10 PM   #9
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Originally posted by t1ck135
just check out the horizontal lines in the model, it'd be better for them to flow with the angle of the body (e.g, especially in the leg)
i didn't understand it quite well... but i went on and finished the arm an attached it to the rest of the body, i'd like if you could explain that a little better...

here's my progress... 718 polys so far
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Old 17-10-2005, 04:17 PM   #10
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and here's the subD version...

http://dsc.upe.br/~phmc/SET%20-%20OUT/crp_vista4.jpg

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Old 17-10-2005, 04:47 PM   #11
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try to have your geometry follow the form a bit more. Especially in the leg/groin area. Study anatomy references and the like.
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Old 20-10-2005, 01:45 AM   #12
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thanks matt and t1ck135, i got what you guys mean, but i still haven't changed the body geometry, i finished his hand though...

i'm posting agains the four view with the wire visible. it's only the groin area that needs to be fixed???
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Old 20-10-2005, 01:48 AM   #13
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even though i'm happy for have almost finished my first human model, i'm not happy with my hand, i'll try to improve it in the next days, but right now i'll texture the model so i can attach his head...

so, here's the hand rendered (not the aewsome renders that i see around here, but gives an idea... )
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Old 20-10-2005, 05:42 AM   #14
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Here's a character I did a while back to hopefully show you what I mean:

http://www.mtmckinley.net/cg_toon40.jpg

Notice that the wire isn't so grid-based, as much as flowing along the geometry form that you're trying to achieve.
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Old 20-10-2005, 09:03 AM   #15
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Check out the muscle between the thumb and hand and how it raises when you put your thumb straight forward and how it flattens when the thumb is outstretched.
Heres a (very) quick sketch over your current image to show how the thumb connects with the hand. Its not perfect but may give you a better idea
Good going for your first human model, keep it up
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bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
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