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Excellant Danger Girl model!

Looks *great* ! [:)] I've always been a big fan of Scott Campbells work, and I think someone has done a Danger Girl on Polycount before, but I'm certain this one is far far better.. I can't find anything to fault it - you should get some animation going with it.. [:)]

Submitted by davidcoen on Sat, 26/10/02 - 10:11 AM Permalink

hey, thanks. did update it with a better texture. If you want to play with it, the file is under the sdk link here
http://davidcoen.tripod.com/girl.htm

_currently not very happy with my animation, and busy with work, but did send it to one of my animator friends in canada who is making a deom reel to get a better job. (damn it, i prefer making games/ working to making a demo reel, but people want to see a demo reel, argh)

DSC

Which colour scheme?

Thought I'd give this its own thread. Which colour version of the Ronin do you guys prefer? With or without outlines?

Any advice on colouring would be appreciated.

Jono

Submitted by souri on Mon, 21/10/02 - 12:42 AM Permalink

I prefer the Ronin without outlines - just my personal preference though I think. They're two different styles with their own good qualities. I like the outlined version, but the one without gives me a more realistic view of the what the character looks like. Outlines help emphasize the shape and form of the character, so it's good for concept art, but as an illustrative example, the one without nudges a bit ahead. I also like the black pants instead of white.. anyways, good work. [:)]

Submitted by bouncy roo on Mon, 21/10/02 - 9:46 AM Permalink

I like it without outlines but on the other hand I like the colours used on Ronin with the outlines [:)] so in that case I like him without oulines but with the silver hair. I need coffee [:p]

Has anyone heard of Mark Ryden? If not i suggest you look at his work *very* special, his work is cool. He takes old style figurines and repaints them in odd surroundings, very neat. [;)]

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Artwork is now up.

I've put some artwork up - it's all conceptual and all still works in progress. Any criticisms welcome.

- BTW, can I get the folder renamed to Jonathan_Kerr. No 'O' near the end of my first name. Pedantic, I know but my name is mispelt on a regular basis :)

Submitted by souri on Fri, 18/10/02 - 8:10 AM Permalink

Ooops.. sorry [:)].. fixed.

Submitted by JonathanKerr on Fri, 18/10/02 - 9:34 AM Permalink

Cheers mate.

Is there a limit to how many pics can be uploaded? I notice that Bouncy_Roo has quite a few images in her profile (some great models - great attention to detail). I'm just planning to update quite regularly, once I scan more of my sketchbook in. A shame that my scanner is so dang slow.

Submitted by souri on Fri, 18/10/02 - 10:22 PM Permalink

A good thing is to clump your related pictures in one news post, which is what Bouncy Roo is doing, but yeh, there's no limit to how many pics you want to upload.. Webspace is at close to half capacity, but with the new desktop picture gallery, mod support, and archive of games, I'm sure we might be reaching critical point soon. That's when I might have to try and get some sponsorship to pay for more space.

Submitted by davidcoen on Sat, 19/10/02 - 9:25 AM Permalink

half the space allocation is used? oh sh_t, well, drop some stuff (there is a desktop section?) and limit artist space, finding money to support a site could be a challenge for a starting comunity.

anyway, do like your concept work Jonathan...

Submitted by souri on Sat, 19/10/02 - 10:35 AM Permalink

We're not at crisis point just yet, so please don't stop uploading your work [:)].. jpgs are don't take that much relative space - it's the mod I think that will push us over, but I'm sure someone will sponsor us.. it's providing a valuable service (I think), and it's getting pretty popular - it's pulling in about 4 times more visitors than it was about 2 months ago..
Oh and the desktop section, I think it's a cool idea.. I want game developers to send in their workspace shots, and office shots. I'm sure everyone's curious as to what their offices look like, and hey, if it looks cool, it might persuade people to apply there [:)]

Submitted by JonathanKerr on Sat, 19/10/02 - 10:41 AM Permalink

Yeah - it could be a plan to cross the bridge when you come to it. But I'd like to give a big thanks to Souri for providing this service. I know little about web pages and this is good for people like myself to get a little exposure - and saves me a lot of hassle.

The desktop/work area does sound quite cool - the potential for some cool photos there.

On a related note - I have the colour versions of my Ronin. Cant make my mind up whether I like the black or white version, outline or non-outlined one. Thoughts? Critiques?

About the new child pic

I'm guessing you did it with Maya personal learning edition? I've never used it, how are you finding it? Did you find a stack .. are you box modelling / mesh smoothing , or is it a spline model ? It looks awesome, and I admire you for doing a child model. They're pretty tough to do.

Submitted by bouncy roo on Fri, 27/09/02 - 9:45 AM Permalink

Yeah I thought doing a child model would be easier then an adult but i think it's tougher! Because it is way to easy to add tooo many points I should upload another pic but i'm using my parents laptop to model the kid and it doesn't connect to the net, i've finished the head but i'm still trying to shape the back of the head a bit nicer because i added to many points so i had to delete the back half and remodel it a bit, lol she was looking kind of alienish before....i acciently gave her an egg head hehe so i had to reshape it to something more, normal. whoops forgot(almost) Because i need to quickly make some models i reverted back to max for serious modelling until i figure out what's with the rendering engine in maya, i started my girl in maya and then i found the rendering to be all jagged so i stopped modelling it and started a new one in max. it'll be a while before i can grasp the rendering thing in maya the modelling in maya is the same as max but i can't get it to render right.. :) I need to learn more. It's just a box model and meshsmooth of 2 iterations. You know now that i have used the box technique i think i probably wont use nurbs maybe not even patches! but i guess it will depend on what i have to model.

p.s the little girl is going to star a role in a short animation for next years fest, hehehe along with my other model and about 6 other ones i gotta start on, lol i better get moving.

p.p.s x2 sorry I tend to ramble. I'm computer loving girl what more needs to be said *grin* :P~

//Have at you!*throws another sticky tissue*\

Submitted by bouncy roo on Fri, 27/09/02 - 9:51 AM Permalink

OMG I really hope you can decipher my typing errors!
question: Should i be putting much more detail in the face? or is it a "keep it simple" rule for children models? see i'm not sure if the face should have more i dunno..denty bits? *laugh* ThAT'S RIGHT!! That's what i forgot hahahhaha meet my earless 3d kid, haha oh that's priceless , jeez i knew the head felt a little out of place in my scene how funny. :)

*note2self: kirsten remember people have ears*

//Have at you!*throws another sticky tissue*\

Submitted by souri on Sat, 28/09/02 - 12:15 PM Permalink

Ah, the 'ole box modelling and mesh smooth with 2 iterations trick !
Yeh, I think box modelling is the fastest method of them all, and it usually gives the least heart aches.. Patch editing (where you add one patch, adjust the beziers in the corners, then extend) was what I tried first for a human head. In the end, I was just adjusting, and re-adjusting hundreds of these bezier curves just to make things look natural across patches.. (argh!).. I did manage to make something ok, but I dropped it and tried nurbs (which is the head you see in my profile).. nurbs was much better than patches, but darn, maybe it's me, but my attempts at attaching parts (like ears) were no good.. so I had to do the whole thing as one nurbs object.. which means that I have many vertex points running horizontally across the head because of the ears.. anyway, enough of my problems. I've seen the light, and it's box modelling.
Yeh, you gotta have ears.. Is this for the Australian Animation & Effects Festival for next year? What are you planning, I wonder!

Submitted by bouncy roo on Sat, 28/09/02 - 1:05 PM Permalink

Yeah it's for the aussie animation fest, I've just been asked to do the character modelling and animation I'm doing it with a few guys from uni, they weren't sure what the ending was but they mentioned having a little girl in the scene so i basically want to get started asap they haven't finished the storyline or plot etc but I'm just happy modelling what I think they might need for now. besides I figure i can do an individual short with some of my characters as well as doing the team thing. See I'll end up doing two, One as a part of a student group and the second will be individual so that i can do my own quirky animation, I like making funny animations cos lifes too serious to be throwing stressful things into a 3d short.

I think it will be pretty cool doing something as a team but, I cant wait to make up some odd looking characters for my own individual short, I'm thinking i should make some seriously silly yet cute looking creatures but not to silly I want to make sure they are sort of believable!Mind you I might have to have a repulsive looking character as well hehe I love doing freaky characters I should turn some of my weirder sketches into 3d sometime they might make for an interesting animation. :)

heh I suppose i better go to bed now : I'm SO NOT tired but it's 3:10am and i do have to go to the gold coast tommorrow. I'll try to sleep but I can't because I want to go and tweak my model. Do you think from looking at the older picture of the girl that her cheeks need fattening up? I'm thinking about it, I think I'll make up some cariations, thankgoodness for incremental save. Least I'll be able to go to the beginning and do printscreen so i can compile up some images for the tutorial, of course i have to finish up the hole in her head hehe.

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by bouncy roo on Sat, 28/09/02 - 1:08 PM Permalink

doh! I meant variations not cariations , darn my typing skills

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by souri on Mon, 30/09/02 - 12:10 PM Permalink

quote:Do you think from looking at the older picture of the girl that her cheeks need fattening up?

Yeh, maybe a little, I think. Her cheekbones are showing more than her cheeks, which makes her a little more adult looking, although I'm looking at your model and I can imagine it being a child of about 10, so you're definately doing something right.

Submitted by bouncy roo on Fri, 04/10/02 - 8:44 PM Permalink

wooo I'm back from holidays *although i did take my laptop with me* hehe couldn't handle the pain of being computerless. I'll upload it during the week first i have to meet with my uni marketing group and make changes to a m.plan if they want to make changes to it. next week i'm going to see a doctor because i think i must be getting arthritis or something because my hand has been painful and stiff and everytime i close my fist everysingle bone cracks making a nasty gringyclick noise.my mums father had osteomyelitis so i'm hoping that they just diagnose rsi instead of that otherone. :) I'm just worried that if i don't get it checked out that my hand might just close up and be so stiff that i can't use it..and i darn well need this hand.but the fact that osteomyelitis and arthritis both prey on sickle cell anemia isn't very calming. Oh well It'll be fine eitherway but if they make me rest my hand i'll eat them alive!!! >:)

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by souri on Tue, 08/10/02 - 11:03 AM Permalink

That's a bummer about your hand [:(].. Hope it all gets better soon!.. it had to happen on your mouse wielding hand too! Let us know how it turns out, ok.

Submitted by bouncy roo on Wed, 09/10/02 - 5:37 AM Permalink

Yeah it should be right hopefully! , I'll find out from the doctors on thursday and hopefully she'll refer me to some specialist so that we can fix it before it becomes more of a problem. I will not have some stupid hand interfering with my love of 3d. :) No worries , at least I'll catch it early :) and as back up I'll slowly introduce my right hand to the computer mouse ;) but my other hand should be fixed by then. Hopefully it won't come to having to swap hands. hehee that could be frustrating :)

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by davidcoen on Thu, 10/10/02 - 5:49 AM Permalink

the human body is not ment to work on computers. know what you when through with your hands... would advise to start doing exercises and to never bend your wrist back (have small pillow or something under your wrist so your hand dangles down to the mouse~

would also recoment moving to use the mouse left handed (if you are right handed) and to get an optical mouse (less resistance) and not to make the speed too small (want to be making biger movements, it is the stress of making very small movements that is killing you)

saw cryropractor and physio when i went through this, they where of little help other than strongly recomending not to do more than 10 hours a day on a computer and to strech/ exercise....

best of luck,
DSC

Submitted by bouncy roo on Sat, 12/10/02 - 8:58 AM Permalink

Yeah I've been resting it a bit, but it's getting worse, which is a bit of a worry :) I saw the docs and they told me they couldn't find anything in the tests except that i have an immune disorder, too many haemoglobins and white cells etc I dunno, she kinda put me in the too hard pile and wanted me out of her office. so they are more or less saying that I'll probably have to go back to the sarcoidosis man.. but he was freaky. last time i had sarcoidosis a few years back really bad in the neck and back(i ended up missing out on rowing, which really sucked ). i couldn't turn my head ..so, when i went to see that specialist he was interested.. and more or less wanted to find out what happens next, for some reason he said i was going to get bone cancer and die. I think he was hoping to find out about the disease. He is a bit nutty in the head. :) but nothing like what he said will happen, i think he was just trying to scare me. but i'll probably see if i can go back to someone for it and get some treatment. but for now the doctor is forwarding me on to other doctors, to eventually get forwarded on to someone else.

You know I think they should make a gel mouse, one that moulds into the hand. I made a prototype for one last year because i was sick of my own mouse. I have an optical one now , which is far better then having to pick out all the gammy poo particles in the wheel of the mouse. :)

It's really weird , the doctor said to stop exercising to me, but i only go to gym like maybe four times a week if i'm free. : I might start putting a hot chux towel around it.. i dunno :) I might just try wrist exercises as well , because if they do nothing then they just cease up anyway :)

thanks for the support, I love your work dude.
Kcs

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by souri on Wed, 16/10/02 - 9:38 AM Permalink

quote:for some reason he said i was going to get bone cancer and die.

That is such a shitty thing to say to a patient [:(] You take it easy, ok!
Oh, and the new pictures look great!!.. one thing about the eye lashes - from the side view, they look great, but maybe a bit too uniform in the front view.. Hey, next time you do a render, do one with a global illumination ? Would be interesting to see! http://www.sumea.com.au/fake_global_illum.zip I can't find the credits to the person who did this, but it's cool.. put your model in the dome. [:)].. each light is an instance of another, so you can set the brightness/colour of one light, and the others change also.. also, muck around with your shadow map settings.. it actually gives good results if the settings aren't too high (it'll blur the shadow, and render faster).. ave a go!

Submitted by bouncy roo on Thu, 17/10/02 - 10:31 AM Permalink

excellent thanks Souri I'll give it a go! :) I know about the lashes, I think i might make some stick a bit together and all that sort of thing[:D] but for the moment I have been conceentrating on getting the lids more natural, Have a look at the new pick I added, I've made a crease in each corner of the eye and also brought some flab over her eyelids a tincu bit. Do you think they look more natural apart from the eyelashes [;)]

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by souri on Mon, 21/10/02 - 11:01 PM Permalink

Hey, latest batch of pictures are awesome! Nice work [:)].. how are you going to approach the hair? Doing it by a fur plugin, or patches with hair textures?

Submitted by bouncy roo on Tue, 22/10/02 - 12:08 AM Permalink

I think I'd rather more control over the hair when it comes to animating, I think I'll try get my paws on a fur plugin either that or do it the tedious way through particles. [;)] wish me luck! hopefully I won't give her a moustache by mistake. It has happened before *grin*.

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by Meatex Salami on Tue, 29/10/02 - 8:47 PM Permalink

How would you do hair with patches?
For that matter what are patches? [:D]
I only use box modelling, extrude here, pull in verts there etc.
I have never used (i don't know how either) to do NURBS moddeling or use patches. Both of which i have heard much about.
Anyway the model is coming along really well.
Are you going to do a body for her?[:I]
Anyways good work.

Bloody hell its a giant harmonica!

Submitted by souri on Wed, 30/10/02 - 8:46 AM Permalink

Patches are basically flat square sheets (thats how I'd describe them at first! [:)]. You have bezier curves in ever corner which you can extend and move around to control the patches's form. You can extend any side to make another patch. They're a common way to do hair as they're no where near as cpu intensive as hair/fur plugins which do strands individually (it doesn't look as cool though). Just slap on a hair texture with transparencies for the ends, and wala!

Submitted by bouncy roo on Wed, 13/11/02 - 12:05 PM Permalink

quote:Originally posted by Meatex_Salami

How would you do hair with patches?
For that matter what are patches? [:D]
I only use box modelling, extrude here, pull in verts there etc.
I have never used (i don't know how either) to do NURBS moddeling or use patches. Both of which i have heard much about.
Anyway the model is coming along really well.
Are you going to do a body for her?[:I]
Anyways good work.

Bloody hell its a giant harmonica!

Yeah! She has a body now and hair, I've just uploaded a pic of a business card for myself atm, It's part of a scene in an animation I've been working on, that's why I haven't been to sumea for a while *sorry* :) I managed to use the university computers that have shag hair in max so I'm set for that :) Patches was going to be last resort but i would've deleted it in the end anyway because otherwise i'd have no control over individual pieces of hair etc. and i like control :)

I'll have to put some more things up soon, I'm working on a mentally challenging animation and a cartoonish cutesy one, also on side I've been tutoring in max and finishing scenes in a uni animation for next years film fest etc. bouncy roo becomes *busy_bee* :)

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by tsumea post on Fri, 15/11/02 - 11:36 PM Permalink

The eyes on the baby are looking great. You really know how to use the map editor. Is the outer oval film like layer another map or is that a second sphere with a cut away? - Very effective anyway.

My eyelashes look like yours do, do you attach them individually? It takes so long. I have grouped mine and then applied a bend modifier to the shape of the eyelid and attached that to the lid mesh - lazy way out.

Anyway great stuff

Mick

Submitted by bouncy roo on Tue, 19/11/02 - 10:13 AM Permalink

quote:Originally posted by samon

The eyes on the baby are looking great. You really know how to use the map editor. Is the outer oval film like layer another map or is that a second sphere with a cut away? - Very effective anyway.

It's actually mostly raytace reflections that give it that look, but I did have a look at some anatomy sites and sliced different overlaying segments for the iris etc :) I'm working on severla different things atm and I hope to upload some of the animations shortly! :) I'll be on holidays for a week up at noosa with a few close friends of mine which should be fun, so i will try to not bring my laptop otherwise they could get quite frustrated with me ;) thanks for the comment!

I would really love to get some hi-res photos for mapping instead of photoshoping my mapping, it'd look so much more realistic, I was originally working off a low res jpg photo but it got too pixely so i started over and psp one up. I plan to get my camera back into gear and take some reference shots of my sister so that i could do her in 3d and apply really good quality shots, it'd be so much more realistic ;)

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Excellant stuff! :)

Update, yeah i know slack or lazy you take your pick :) I'm just making the basic outline of the body atm, so yes he has stick arms but I'll make them and subdivide for more detail later, wanna get the shape right. oh and yeah, those aren't going to be his teeth. LOL there is a scar where his beauty spot used to be know :) Your head model certainly is coming along very nicely. .. I can see you've improved the ears and the lips .. I love the untextured green pics you posted of the model too.. shows some excellant sculpting abilities of yours. .. excellant stuff! Did he get punched in the left eye or something ? .. I've actually spent 4 hours this afternoon following a really bad tutorial on how to detach, unwrap, and morph back a model to texture.. It was such a pain in the ass.. but I've finally done it.. will post some textured stuff soon! Did you say you're lazy ? Are you kidding ? You're the most productive person here.

Submitted by LostSanitY on Fri, 30/08/02 - 1:20 AM Permalink

quote:Did you say you're lazy ? Are you kidding ? You're the most productive person here.

[/to true! keep it up roo, it inspires us to do more as well! :)

i like those lips, id say they are spot on!

the left eye brow seem very 'shapely', a more femanine quality... but i guess its not that uncommon on men (eg. me, ive had a few ppl comment ).
the right eyebrow seems a bit low... are you experimenting with them?

i keep stuffing my tags :/

Edited by - LostSanitY on 29/08/2002 15:20:45

Edited by - LostSanitY on 29/08/2002 15:21:19

Submitted by bouncy roo on Tue, 03/09/02 - 10:07 AM Permalink

Lol thanks! hehe I only just saw this topic thing at the bottom, hehe sorry about not replying sooner! :) Yeah he got bashed up *grin* it was a bloody brawl over a game of poker hehehehe :)

//Have at you!*throws another sticky tissue*\

Submitted by bouncy roo on Tue, 03/09/02 - 10:10 AM Permalink

Yeah I've been playing aroun alot, I'm not going to use the skin i've got at the moment because it's really low res so i will prolly go and take a photograph of someone at uni at scan it in at high resolution so i can play around with the image and unwrap and clone stamp/ airbrush the thing to make a new seamless texture *eep* :)

//Have at you!*throws another sticky tissue*\

Submitted by bouncy roo on Tue, 03/09/02 - 10:43 AM Permalink

Hey do you know of any good anatomy sites? because if i want to get this right i'd better start looking at anatomy of the head ;) I posted up another skinless pic, i changed the eyes and reshaped the mouth cos there were to many edges leading nowhere, oh yeah and i kinda pulled the nose/nostril roundness thing out a tincy wincy bit and tried to make him..less symmetrical hehehe I'm not sure about his brow ridge, whether i should move it back , i've put some cuts across the forehead so when i lift his brows up the hidden cuts crease like our foreheads do when we lift our brows up yet the small extra cuts stay firm when the model isn't lifting brows etc. hehe.

lol I've been kinda ignoring my model, i usually stay away from it for a week or more and go back when i feel i've erased all memory of what i "thought" it looked like, because my perception expires and starts to mould so if i stay away from something long enough I should gain a fresher perspective *hoping here* I'm hoping that sentence sounded right too.. *cringes at her sentence structure* mmm as my highschool english paper would say : "where's the logic"

//Have at you!*throws another sticky tissue*\

Submitted by souri on Tue, 03/09/02 - 11:30 AM Permalink

Do I know any good anatomy sites ? HELL YEH!!

http://www.fineart.sk/index.html

It's THE PLACE for anatomy pictures for the 3D Artist.. They have plenty of head pictures (with front and side profiles), and tonnes of body references too. They also have many reference material of animals, anime characters, EVERYTHING...!!!!!!!!!!!!!!

Submitted by bouncy roo on Tue, 03/09/02 - 11:14 PM Permalink

Awesome! Thank you very muchly!

//Have at you!*throws another sticky tissue*\

Submitted by Meatex Salami on Fri, 27/09/02 - 2:02 AM Permalink

bouncy you should do a tutorial on how to model and texture a guys head as you seem quite skilled at doing both. I certainly would love to know how you do it.

Bloody hell its a giant harmonica!

Submitted by bouncy roo on Sat, 28/09/02 - 11:25 AM Permalink

Thanks Meatex! I'm not up to scratch but i'm working towards building models better, when i finish my current child model I might try to write one *giggle* but people look at me strangely when i try to explain things to them, I'll try my best at it, there are lots of great tutorials on the net but they usually don't go into great depth hehe i think 3d people kind of keep their secrets probably fearing competition but you know what? it is better to share your knowledge then guard it. Leasts that's what i reckon. I mean eventually people who are driven by passion for 3d art will find the anwsers with or without help.

I think the most stressful thing in 3d is mapping, mapping can make or break a model and in most cases if i don't put in the effort i break my model easily by putting a bad texture on it, Amazingly enough it doesn't matter how detailed your model might be, because in the end it's the mapping that makes the final product successful and sometimes unsuccessful.But with every mishap you learn.If you trip and fall all you have to do is get back up and keep walking towards that goal.

I won't type how i do it in here because you need start to finish pictures, I'm a visual person i need piccys. :) Meatex I'll do up a tutorial as i go along making my new model but the new model is a little girl but basic principles apply to all types of models etc. Yep so i'll do one up and post it, but first i have a marketing report to do, heh and i'd better do that otherwise the lecturer will devour my soul. (least i'm pretty sure he's capable*wink*)

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by souri on Sat, 28/09/02 - 12:02 PM Permalink

You're most welcomed to have the tutorial hosted here, btw. In fact, I insist.

Submitted by bouncy roo on Sat, 28/09/02 - 12:47 PM Permalink

Thanks Souri! *grin* thankgod you made this place, I'm a bit of a shocker when it comes to making webpages I tend to make really bad sites or just really annoying ones. but occassionly i'll make a nice one but then i forget about download times ehehe :) lol i'm such a freak when it comes to 3d i remember i made up several a4envelopes containing demo versions of 3dmax a booklet on courses at uni and a tutorial i'd done and lots of other booklets i'd made up and on the front it said be maximised.then i gave it out to people.lol scary girl.

That'd be awesome if i could get you to host it! Sumea can be like 3dcafe but we won't make people pay for the juicy tips! *drool*

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

Submitted by souri on Mon, 30/09/02 - 12:00 PM Permalink

Yeh, 3D Cafe.. I still want to read their Final Fantasy article, but it's for paid members only .. They also have some other interesting stuff there too.
But yeh, it would sure be good to provide a resource like that here.. anything to help the aspiring game artists in Australia!

Submitted by beatsta on Tue, 14/01/03 - 2:26 PM Permalink

hi ppls, this is prolly the best 3d poly modelling tute for characters, i know of. Its by Michel Roger who is french as you can see... but you only need to look at the pics otherwise use an online translator ( i know there is a translated version around but i forget the link)
http://mr2k.3dvf.com/tutorials/max/tutorials_joan.htm is the link to mr rogers' tute.
I have followed it several times using maya and connect poly shape script, which is free from highend3d.com and i believe kicks it over max and meshsmooth altho i luv max as well.
Also check out cgtalk.com they have a game art design forum there and there is heaps of amazing models with wireframe views so u can study the edgeloops there.
go get the info and share it round here so we can all develop :)
I have only come accross sumea.com a few weeks ago and its fantastic :) glad i have found this place :)
there are some very talented artists here....
hope it all helps.

Submitted by beatsta on Tue, 14/01/03 - 2:30 PM Permalink

ps. hope im not taking anything away from any1. this post prolly dsnt belong in this part of the forum anywayz ...just trying to help.

Submitted by bouncy roo on Tue, 14/01/03 - 8:28 PM Permalink

Lol no you can post anywhere anytime :) That Joan of ark tutorial is the best It helped me to understand better, but practise is the key I'm SLOWLY progressing eveytime i make a new model so hopefully I'll continue learning from errors :)

quote:Originally posted by beatsta

ps. hope im not taking anything away from any1. this post prolly dsnt belong in this part of the forum anywayz ...just trying to help.

//Without order nothing can exist - without chaos nothing can evolve. \(anon)

well, attempting to show off work here, warning: n

[img]http://freehost04.websamba.com/davidcoen/3d/3d_68.jpg" width="768" height="576">

ok, so how does this forum accept images, (looking fo html on switch)...
anyway, 3 days of my life, fist attempt at realisc texture~ (till now had not spent that much time texturing anything) also makes use of a global illumination texture generator that i wrote for the shadows...

1 day to model, and two slow days to texture... oh the fun.

DSC

Edited by - davidcoen on 25/07/2002 23:39:16

Submitted by Fluffy CatFood on Fri, 26/07/02 - 10:20 AM Permalink

nice job on the model and skin, especially since it was your first attempt at making a realistic one.
Got any tips or techniques you want to share?

Lead paint: delicious but deadly!

Submitted by souri on Fri, 26/07/02 - 4:25 PM Permalink

I've just switched on the HTML code option for the forum btw ..

Just curious as to how you went about skinning your mesh? Did you chop up your model,flatten, morph it back, and use some unwrap plugin ? Or did you use some third party program like Deepaint etc ? Or another way ?

I'm in the process of modelling a female model myself, and the steps of doing the aforementioned chop/flatten/morph/unwrap to texture seems a bit tedious... I'm hoping there's an easier way..

Submitted by davidcoen on Sun, 28/07/02 - 9:20 AM Permalink

'unwrap, morph, flatten'
Good god no, that sounds too much like work.

i do my models in lightwave, and since i hate the max poly selection tools (find them difficult to use) I cut up my model in to mirrorable bits and shapes that can be easily uv mapped (like cylinders or flat areas) so end up with a mesh for the top and bottom of the hands, the arm, half the head, and half the body (from neck to toe) and underside of shoe. uv mapping then takes about an hour to try and remove as much distortion as posible (with checkerboard texture applied to be able to see distortion)

//updated pic with some proportion change.

um, ment that it is my first attempt to make a realistic texture, had been avoiding doing real texture work on computer till now. had made 2 other 1000-2000 poly female meshes already

Submitted by Meatex Salami on Sun, 28/07/02 - 9:38 PM Permalink

personally i like max's tools better, mainly cause thats what i learnt to start with. From what i have seen in lw7 i don't like it, everything should be intergrated into the one application rather than having one for modeling and one for animation. I can't really see the benefit of doing it like that, then again i only used the applications for a short time.
Anyway the method you described in lw i have tried in max and personally i hate it. It's just so irritating i think, you just don't have enough control and it takes too long in my experience. Usefull if you have a basic model.
I know about the morpher method but don't know anything about it, hows that done? Keep in mind im still a beginner and haven't starting playing around with the morpher plugin.
I unwrap by detaching large parts of my model and flatening then arranging the UVW co-ords in UVW Unwrap. I find it's alot quicker and easier.
One thing i have heard good things about is deep uv, a companion to deep paint 3d (or you can just use it to uvw map) i haven't used it though so im not sure if it's any better.
Also just out of curiosity can max use shaders like maya or lw7? and when is max5 coming out?

Bloody hell its a giant harmonica!

Submitted by souri on Mon, 29/07/02 - 6:09 AM Permalink

The morphing bit I mentioned is just after the process where you split all your polygons, lay them flat, unwrap them, then morph the polygons back into the hidden copy.
And yeh, you're either a Max user or a Lightwave user.. their interfaces and methods are so different that if you learn one application first, you'll usually hate the other one. I'm use to Max, and I didn't like Lightwave, especially since you had a modeller part and an animation part (and the texturing had to be done in the animation part! - although they've changed this since.)

Submitted by Fluffy CatFood on Mon, 29/07/02 - 8:23 AM Permalink

For UV mapping in max, I just select the polys I want and then add the uvw map modifier, than adjust it etc, then apply an edit mesh, hide the poly i JUST MAPPED then select some more, . I used to do it by the detachment method but I had a few instances where the morpher would screw up. also when I was on windows 98, using morphers would cause max to crash.

Lead paint: delicious but deadly!

Submitted by davidcoen on Mon, 29/07/02 - 9:47 AM Permalink

well, to each his own, modelling tools end up being quite personal, but having shown my modeling method to several people at my old work i know i was 4 to 10 times faster than the max/ maya/ softimage users. Max is nice big piece of software, but i can fit my copy of LW4 onto a floppy disk and run about 10 instances of it without slowing down my 350Mhz piece of shit computer. all that said i do use max to uvmap and animate... // and get to wait 5 min for it to load, and again after each crash....

Submitted by souri on Mon, 29/07/02 - 11:50 AM Permalink

You're absolutely right.. use whatever's comfortable for you. And that male model is absolutely awesome. Great proportions (although maybe the neck is a little too wide?), and great skin work too.
The female model has some slight problems with proportion (arms a little too short... waist a little too wide from the side view.. I would've done the stomach area a bit taller.. the head is absolutely perfect though).. And I like how you've toned down the colour for the male model compared the the female one.. good stuff!

New pics...

Just uploaded a few pics of the latest area from my map. Still working on detail for it, just decided I'd take a break and post some pics ;]

[url]http://www.sumea.com.au/sprofile.asp?member=18[/url]

Submitted by souri on Mon, 08/07/02 - 3:09 AM Permalink

Awesome looking map . Nice architecture, with a lot of detail so far. I like seeing maps that go that extra mile for detail, like pipes around walls, on ceilings, and under grates.. Did you do the textures or are they from Jedi Knight II ?

Submitted by Kris on Mon, 08/07/02 - 6:06 AM Permalink

Yeh it's a JKii map :) Been meaning to do my own textures soon but always end up starting a new map instead.

muzboz

This is a discussion area for Muzboz

Submitted by MUZBOZ on Mon, 24/06/02 - 7:25 PM Permalink

Hi everyone.

My name is Murray Lorden. If there are any Thief fans out there, I would love to here some feedback and comments on my Thief 2 mission, "Lord Lomat's Flute". It was my first attempt at a Thief 2 mission.

You can download it here:
[url]http://www.keepofmetalandgold.com/missions/lomat.zip[/url]

You will need Darkloader, which is a Thief 2 mission loading program. This can be found here:
[url]http://thief1.math.uh.edu/thief/darkloader/DarkLoader_Setup_v4.1.exe[/u…]

My main goal in making the mission was to create a level where the player could approach the objectives with a number of different strategies during the course of the mission. It's not the most beautiful level, but I think it is fun to play. Would be great to hear what people think!

- Murray Lorden

Submitted by MUZBOZ on Tue, 02/07/02 - 12:08 AM Permalink

Got my homepage up and running..

[url]http://staff.bluetongue.com/~mlorden/[/url]

Take a look and check out some of my 3D Studio Max images and animations, download some songs I have made, or check out my Thief 2 level.

Feedback and comments most welcome!

- Murray Lorden

Submitted by MUZBOZ on Tue, 27/08/02 - 5:04 AM Permalink

Hi everyone. My name is Murray Lorden.

Homepage...
http://staff.bluetongue.com/~mlorden/

My 3D Studio Max images and animations...
http://staff.bluetongue.com/~mlorden/Graphics/3d-Images.htm

My Thief 2 mission, "Lord Lomat's Flute"...
http://staff.bluetongue.com/~mlorden/Graphics/LevelDesign.htm

My main goal in making the mission was to create a level where the player could approach the objectives with a number of different strategies during the course of the mission. It's not the most beautiful level, but I think it is fun to play. Would be great to hear what people think!

- Murray Lorden

Work in progress

Ok people,
Hey its FrEeB@LLiN here,
Just to let people know that I havent forgotten about getting work done, at the moment I am compiling maps and getting some screenshots to tantalise taste buds, the current map I am working on will be ready to start testing in a coupla weeks, I actually had several pics here in my profile but removed them because the map made a sudden change and the pics were no longer relevant,,anyway take care all,,

FrEeB@LLiN

Submitted by FrEeB@LLiN on Mon, 17/06/02 - 10:30 PM Permalink

Shots are up in the news in my profile, check em out, and hopefully enjoy

FrEeBaLLiN

Submitted by souri on Tue, 18/06/02 - 2:19 AM Permalink

Excellant work, man.. great architecture. I reckon when you put in the details like paintings/statuettes/plants etc, it'll definately top it off.