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3 Dimensional Chat / [Q]uik's 2010 model thread

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Quik
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Posted: 22nd Jul 2010 06:34
thank you PW, and thank you Pb XD


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Mazz426
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Posted: 22nd Jul 2010 14:13
i personally thing you need to do some anatomy work before you move onto creatures, i can see what you're trying to do with the happy goblin but if you do human work you'll develop a better understanding of proportions and muscle structure, these are all thing that help bring a creature design to life

Asteric
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Posted: 22nd Jul 2010 18:57
Mazz is right, you need to take time to get the forms looking good, otherwise the face is just going to look awkward.

Quik
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Posted: 22nd Jul 2010 19:06
yeah he is right, however i find humans booring >.> but you guys are right, i think iam going to try something else I believe advanced poses are a nono at this stage? therefore iam better of just doing directly up front or sides?
ill see what i come up with

and that d@mn3d shotgun.. i need to get my @$$ going and work on it


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Mazz426
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Posted: 22nd Jul 2010 19:42
quik@
if you find humans boring, which i used to, just think of a human character, make a full antomically correct model then throw some knights armour on him or deform him into a monster, thats the best way to keeping human like monsters feeling real

Quik
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Posted: 30th Jul 2010 17:58 Edited at: 30th Jul 2010 19:03
THE GRIMREAPER KID

here is a extremely small project made in maybe 2 or 3 hours, why so long you ask? well i firstly didnt use any ref pic so i just went along, and secondly, i have never made an uvmap in 3ds max before, so like 1-2 hours went of there.
anyhow, this was only a small project for learning to unwrap in 3ds max and the result was ok. everywhere except for the hood, the hood could use a lot of improvement hah, well iam fairly happy anyhow, speed texture aswell. Releasing it free here (going to upload it to the database) someone might find good use for it =) texture size 1024x1024, and it is 286 polies total.

going to upload it later in .obj and .max, if any other formaths is requested let me know =)




edit: WOPS i forgot to upload the texture map, here it is:



[Q]uik, Quiker than most
Quik
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Posted: 31st Jul 2010 01:27
just thought i would show an small update, i basicly just fixed face error, since it was uvmapped wrong, so it was like.. "mirrored" the wrong way so to say, and i am going to provide an download now ^^
i also included the .psd file, in case someone feels like editing texture and stuff, just in case. ^^




[Q]uik, Quiker than most

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lazerus
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Posted: 1st Aug 2010 23:22 Edited at: 1st Aug 2010 23:25
Uv mapping is always a pain in the ass mate. Heres a few tips to make it easier on you.

Mapping half the object. If you creating a creature with the mesh on symmertry, Ie identical on ethier side then this will make life so much easier. Have a modifer stack like this. (as if you were looking at in max)
symmertry
Unwrap uvw
symmertry
Edit poly/mesh

This way the Unwrapped areas are mirrored over to the other half of the mesh. If you want to add features such as scars then, select the area and Uv map it again unmirroring the polies you select.

-Relax-

This tool is pure bliss and actually makes me relax lol, Saves so much stress over correcting polies and size errors. Automatically scales all the polies selected so they are even. also flattens the area out as best it can. Warning though, can go wrong if too many polies are selected from seperate objects, or if the faces intrude underneath each other. I recommend doing it area by area. Merift was done by plane mapping then relaxing and detaching/rewelding polies into place to create a better map. Relax flattened out the hands perfectly so i could see the inner finger areas and attach them properly.

-Pack uvs-

This is another godsend tool. Automatically scales everything and places it inside the render area. Fine tuning is mostly nessacery but it lays everything out neatly and cleanly. Scale a few vip areas to a higher res area so you can squeeze out the detail. Make sure to downscale the areas such as soles of there feet.

Quik
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Posted: 1st Aug 2010 23:38
this was an unexpected reply XD thanks lazerus, that will probably help me in future projects =)


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Quik
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Posted: 2nd Aug 2010 01:05
been working rather secretly on this one, and iam rather happy too, going to enter the prop compo with it^^ texture size 1024x1024, might be too much? idno, anyhow 32 layers so far and it is a MESS xD result looks good though ^^ 71polys, or acually if i split this Ngon into 2 polys, 72 polys. like i said before iam rather happy so far^^

crits and comments are always welcome^^




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Quik
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Posted: 10th Aug 2010 19:52
hey! just followed a tutorial over here: [href=http://www.polygonblog.com/bokeh-effect][/href] very good tutorial, here is my result:

i didnt bother with the last step since i prefered how it looked before, i recommend that tutorial, it thought me some nice stuff!


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Quik
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Posted: 11th Aug 2010 03:58
playaround in 3dsmax and Sculptris, sculpted verson in 700k tris, was testing out cloth sculpting tbh, just trying so dont ask why he is wearing that xD anyhow, i think it turned out pretty nice^^ for a first cloth sculpt anyhow...
now i really really should start texturing that damed locker for the compo



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Quik
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Posted: 12th Aug 2010 11:25
more tutorials, learning MORE about lightning, shadows and materials.. and modifiers! really happy with this scene however looking at it now the top stone looks like it is about to fall<.> oh well, not perfect then, but still nice imo^^
hope you all like it, now i should really texture that damed locker>.<

Zen Stones



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Pbcrazy
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Posted: 12th Aug 2010 20:59
Ya, that top rocks looks like it could be moved closer to the center a tad. Looking pretty spiffy none-the-less though
Quik
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Posted: 12th Aug 2010 21:36
yeah i noticed that AFTER the 5-10 min render, couldnt be asked to fix it ^^ thanks


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Quik
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Posted: 25th Aug 2010 21:36
experimenting with opacity maps atm! so here is a real quick try at grass! XD
I havent done much the latest since school is starting now! and ive been on a vacation =P anyhow, just found out we are to learn UNITY 3D this year! really excited on that!^^


and here is the opacity + diffuse, just in case anyone is interested lol xD



Cheers!


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Camouflage Studios
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Posted: 26th Aug 2010 02:11
I suggest you use some images in your textures more often, and (cough cough) normal maps

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Quik
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Posted: 26th Aug 2010 09:03
Quote: "I suggest you use some images in your textures more often"


hahhaha
i do that very often =P however, using too many images, and it feels like cheating, i very much prefer to paint them by hand even though it doesnt look better^^
I used a base texture for that metal health thingy and around 40 layers above that with other stuff.

Quote: "and (cough cough) normal maps"


yeah yeah i know, i am just getting into that, or looking into that, acually i just cba to do any bakes yet, and using the PS CS3 something something normal map generator doesnt make it pop ^^


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ploxiegens
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Posted: 26th Aug 2010 16:45
haha i love your work ^^hurry up and realease this so i can screw up some orcs with a shotgun

bad zombie!
Quik
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Posted: 26th Aug 2010 17:22 Edited at: 26th Aug 2010 17:46
HAHAHAHAHAHHAHAHA ^^ oh yeah the shotgun, i gotta get my thump out of my toes.. or something and UVWmap it^^ thanks for the reminder!

edit:
Quote: " haha i love your work ^^"


thanks!


[Q]uik, Quiker than most
Camouflage Studios
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Posted: 26th Aug 2010 18:40
The photoshop nvidia filter isnt really ment for full normal mapping, you normal map using a high poly model most of the time, here are some useful links

http://www.pioroberson.com/images/minitut_screwyou.jpg

http://www.pioroberson.com/images/minitut_detail_handling.jpg

http://www.farfarer.com/temp/normalMapMiniTut.jpg

http://eat3d.com/zbrush-xnormal-pipeline

Hope some of those help

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Quik
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Posted: 26th Aug 2010 19:04
Quote: "you normal map using a high poly model most of the time, here are some useful links"


ay i know, just havent bothered getting into that yet =/ thanks for the links and for the help! ill look into them as soon as i can!


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Quik
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Posted: 28th Aug 2010 18:36
here is a WiP of what iam making now, the face is a bit femalish atm and there is a few smoothing errors, the body iam happy with so far^^

all in all atm 1,2k polies!

any crits are, as usual welcome! especially on the face, as iam still not great at faces!

thanks! if i manage to finish this, it will as usual be released for free, hopefully it will be finished


i am also definitly going to add hair to him, however if i will attemt sculpting..
i am not sure yet, well i can try it, but i want to focus on unwrapping it and having an finished okay quality product in the end


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Ortu
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Posted: 28th Aug 2010 19:02
the lower left portion (cheek and jaw) seem a bit lumpy, but you've got a good solid start


OldPMan
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Posted: 28th Aug 2010 19:50
Face to work harder, I know from personal experience. I do not know what your idea of the final result, but the number of polygons in my opinion very well. keep it up.

.....already beside..... for all
Quik
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Posted: 28th Aug 2010 20:14
Quote: "Face to work harder, I know from personal experience. I do not know what your idea of the final result, but the number of polygons in my opinion very well. keep it up."

thank you very much^^ I was looking for a STALKER kind of looking GUY, but i think ill keep this one a female, well, time will tell


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Quik
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Posted: 30th Aug 2010 03:46
well since i am acually getting somewhere with this, i think an update is necessary, say hello to:
The Scientist!

Ears and hands left.. oh and his eyes! and iam giving him glasses aswell maybe, then some clothing tweakings.

1,5k polies so far




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FrozenCore#6
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Posted: 30th Aug 2010 06:17
I Think The Legs Are A Bit Big... And Head Needs some Tweaking At the Sides And The Back ...

Clothes Could Use Some Detail

Other Than That I Think Its Looks Cool

Keep it Up

Quik
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Posted: 30th Aug 2010 08:05
Quote: "
Clothes Could Use Some Detail "


like i said:
Quote: "then some clothing tweakings."


and the legs are not too big really oh and i know about the head but at this stage the most important thing is to block out the shapes, then go tweaking =)

thanks


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Quik
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Posted: 1st Sep 2010 00:57





ear is basicly done and attached, just need some more tweaks.

now onto... *gulp* teh hands!!

oh and the head + shirt (same object.. not for long!!!) is on a total of 1,3k polies..
not too bad imho^^


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FrozenCore#6
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Posted: 2nd Sep 2010 03:43
hehe Nice Job With he Ear

Hands Goodluck

Quik
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Posted: 15th Sep 2010 21:49 Edited at: 15th Sep 2010 21:49



he has hands^^ going slow, because school >.< and max doesnt work on my home computer (bimped.dlc or something doenst want to excecute correctly and crashes max on startup) but working fine on my laptop.. anyhow, i have given him hands now! now onto cleanup and more details to clothing.
and also then maybe sculpting

edit: sorry for the low quality of the wire >__< meh not that important atm xD


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FrozenCore#6
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Posted: 20th Sep 2010 23:07
Nice Work with the hands :3 . Loking Forward For The Cloth Details :3

Quik
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Posted: 20th Sep 2010 23:20 Edited at: 20th Sep 2010 23:21
thank you FC, iam really sorry for the extreme low updates, as 3ds max is not working on my PC, it crashes due to Bimped.dlc not being readable by this computer (tried reinstalling, and even copying the file i have on my laptop, wont work) so i think it might be my harddrive failing, since a lot more is screwing up
however until that is fixed ill try sneaking as much school time as i can afford into it.

right now iam trying to fix the ears, as theyre a bit.. weird^^ after that ill see what i can do with the clothes^^ and then we will see what happens, highpoly sculpting test? or just diffuse?
we will see, dont wanna ruin this by sculpting
but still thats the only way to learn

edit: oh and yeah, still got teeth + eyes to fix.


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Ortu
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Posted: 21st Sep 2010 06:10
I've been finding lately that it's easier for me to do the diffuse texturing first then sculpt details to support it instead of trying to get texture details to line up with the sculpted forms. Also easier to edit the diffuse later than to have to rebake normals if you need to add something in that isn't yet on the texture.


Quik
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Posted: 11th Oct 2010 21:40
alright, working on the compo model atm, here is what i have got so far. I have started on the legs aswell, but i wont show that but when i've gotten the legs and his weapon done iam going to show my reference picture, then you will see what iam acually making.

I want him to a really thin man, there off his fingers being "too thin".
crits welcome as always!




[Q]uik, Quiker than most
Slayer
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Posted: 11th Oct 2010 22:15 Edited at: 11th Oct 2010 22:16
It looks like you could get the vertexes in Blue to scale towards the vortexes in Red... also have the vortexes in Red equal the same Y location value as the vortexes in Blue... theres a line in the middle... else if your going to use the line for something such as the opening for the shirt...



I dont know how to spell

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Quik
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Posted: 11th Oct 2010 22:31
the "seam in the middle" will be removed, just for mirroring really =)

ill scale the bluies further to the middle, thanks!


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Quik
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Posted: 14th Oct 2010 08:39
update, standing at 2k polygons,not much left now!

need a little help here, does the legs look a bit to short?
and yes, i WANT the legs to be that thin, maybe a liitle bit thicker. I want the character to be real thin.




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Quik
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Posted: 14th Oct 2010 16:06
Here is a simple highpoly try, just out of boredom (made at mt freetime at school so...)
well just thought i would show it^^
and yes, the "wood texture" is just a wooden texture, nothing spcial, it isnt mapped. and the metal is an simple metal material.


oh and it is some sort of halibard, using some random reference picture from dev art xD


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Ortu
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Posted: 15th Oct 2010 03:14
If you want the character to be thin, it has to be there in the torso and arms as well which right now the upper portion doesn't really come off as skinny.

You can make the shirt baggy-er to suggest hanging from a smaller frame and reduce the chest bulge to bring the rest of the body back in line with the legs. Exaggerating the length of the limbs can give the impression of being skinner also.


Quik
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Posted: 15th Oct 2010 07:55
thanks, yea i know the upper body looks a bit to "big" working on that though.

thanks for the tips ortu, will get to it after school today!


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Quik
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Posted: 17th Oct 2010 03:27
here is a update, now it has a head! XD well now i think you should see where iam going with this anyhow.





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Ortu
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Posted: 17th Oct 2010 10:54
upper torso is fitting a lot better now, nice


Quik
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Posted: 17th Oct 2010 12:24
thank you, got a tip from a friend, to "tighten" the chest a bit, so it didnt stand out too much from the stomach, seems it did work^^ oh and, my reference picture is attached, i know iam not the best drawer but iam learning^^


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Quik
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Posted: 24th Oct 2010 00:37
not much time to work on this. but atleast the main model is done, so i will have SOMETHING to turn in. ANYHOW, got the body mapped, i plan on putting the pumpkin, neck and fireaxe on another map.




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Quik
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Posted: 25th Oct 2010 17:17 Edited at: 25th Oct 2010 19:17


start of the jeans^^


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Quik
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Posted: 27th Oct 2010 08:52
4th post in a row! ayeah!




shoes are placeholders for now, i think iam going to move onto the head, and weapon, then off to the hands and neck, iam saving those for last since i know those will take time, and therefore I want as much as i can done for the compo.

4 days to go now!


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Quik
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Posted: 2nd Nov 2010 01:26
picture of pumpkin man:

and here is, my first animation in 3ds max ever: http://www.youtube.com/watch?v=lqw5IpYtfLw


[Q]uik, Quiker than most
FrozenCore#6
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Posted: 14th Nov 2010 02:10
Woah I Haven't been here For A While XD
nice Work On The pumpkin guy

no crits availbe sorry xD

My Goals:

-Becoming A Pro 3D Modeler For Games Or Movies And Video Editting

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