3D Character Modeling
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- Posts:56
- Joined:2005-01-23, 19:12
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Removed from PM forum, this thread is for advice on character modeling.
Reference Links:
http://www.fineart.sk/
If you know of any other good links related to character modeling, please post them in this thread and I will add them to the list above.
All right then, I have a player model which needs some help.
Crits very welcome.
Reference Links:
http://www.fineart.sk/
If you know of any other good links related to character modeling, please post them in this thread and I will add them to the list above.
All right then, I have a player model which needs some help.
Crits very welcome.
Last edited by KillerKind on 2005-03-08, 03:34, edited 1 time in total.
Well there are lots of charmodelling tutorials out there, but most are not really good, more simple.
But ill post my current example of the playermodel, lets say the old screenshots, i'm getting closer to the final stage but don't want to spoil to much, so the screenshots are not the current status
The mesh. By the way i start with the head because this takes the most time to model, body is far easier.. only a few references used like a basic size image.
My progress starts with a nearly naked body to get more access over the volume and a realistic shape. After the body is completed, i start to dress the figure, this offers more realism but requires more time. Simple stuff like the pants are done directly.
At my current situation the model is wearing a nice bulletproofed vest..
I also started the nmaps for this model
Again this is very time consumpting because i did it the cheaper way (creating low res model than create a highres out of it) The mesh topologie is very hard to handle when you want to add nice diagonal tension-folds like one from knee to pelvis..
But ill post my current example of the playermodel, lets say the old screenshots, i'm getting closer to the final stage but don't want to spoil to much, so the screenshots are not the current status
The mesh. By the way i start with the head because this takes the most time to model, body is far easier.. only a few references used like a basic size image.
My progress starts with a nearly naked body to get more access over the volume and a realistic shape. After the body is completed, i start to dress the figure, this offers more realism but requires more time. Simple stuff like the pants are done directly.
At my current situation the model is wearing a nice bulletproofed vest..
I also started the nmaps for this model
Again this is very time consumpting because i did it the cheaper way (creating low res model than create a highres out of it) The mesh topologie is very hard to handle when you want to add nice diagonal tension-folds like one from knee to pelvis..
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- Posts:56
- Joined:2005-01-23, 19:12
- Location:Gulf Shores - USA
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Fantastic work Kai, as always. Looking forward to the release.
A few new renders of camo soldier test model.
A few new renders of camo soldier test model.
Last edited by KillerKind on 2005-03-08, 03:33, edited 2 times in total.
WoW, KillerKind, now that is a progress. Looks fantastic now! It's smooth and detailed.
Can't wait to see it skinned and with attachments
There's a good tutorial for skinning Camouflage! Check it out here:
http://cdg.csnation.net/viewtopic.php?t=3517
Can't wait to see it skinned and with attachments
There's a good tutorial for skinning Camouflage! Check it out here:
http://cdg.csnation.net/viewtopic.php?t=3517
Excellent work, both Kai and KillerKind!
I really love it!
Kai, btw., after I just finished extending the MatSys to be able to handle the Terrain rendering, I'm working now on the LoD issues that we discussed earlier... I'm very excited about all this: Since I'm back working on the engine core, I'm having a lot of fun, and there is real progress. Really a relief after all that weary CaWE work.
Code design with respect to models has become especially good btw: For example, it will be possible to mix ase and mdl models (and all other future formats we may get) for the different LoD-levels of a single model. For example, in a single LoD-featured model, you can specify an mdl for the closest level, an ase for the 2nd, an md5 for the next, and so on. Not really an important feature, but a nice one.
Oh, and if you, Kai, or KillerKind want me to post your fantasic screens in the News section of the main website, just let me know which jpg I can pick, and it's done in a minute. (The new e107-driven website is a real fun to post news to.) I can also host the images on my server - np.
I really love it!
Kai, btw., after I just finished extending the MatSys to be able to handle the Terrain rendering, I'm working now on the LoD issues that we discussed earlier... I'm very excited about all this: Since I'm back working on the engine core, I'm having a lot of fun, and there is real progress. Really a relief after all that weary CaWE work.
Code design with respect to models has become especially good btw: For example, it will be possible to mix ase and mdl models (and all other future formats we may get) for the different LoD-levels of a single model. For example, in a single LoD-featured model, you can specify an mdl for the closest level, an ase for the 2nd, an md5 for the next, and so on. Not really an important feature, but a nice one.
Oh, and if you, Kai, or KillerKind want me to post your fantasic screens in the News section of the main website, just let me know which jpg I can pick, and it's done in a minute. (The new e107-driven website is a real fun to post news to.) I can also host the images on my server - np.
Best regards,
Carsten
Carsten
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- Posts:56
- Joined:2005-01-23, 19:12
- Location:Gulf Shores - USA
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