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Work in Progress / 3D zombie, anyone want this quality stuff?

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thebulk71
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Posted: 20th Jul 2006 02:21 Edited at: 20th Jul 2006 04:12
Here is a small preview of what I can do... I can do all kinds of 3D (try me) but I prefer working on elements and characters rather than vast levels... I can fully animate this stuff too and am willing to do some stuff for people for free... after many years of programming in DBP I have realised that it's the creation that interests me... so mail me or post here your needs and I'll see if I can be of service...

This zombie was made from !!!scratch!!! in about 4hrs (today)... checkout the links...






ps: I posted here because this work is from a future FPS (classic zombie crap)

*EDIT the work shown here is the zombie head... not the body, the body is an old generic body for the showcase, nothing more
D Bellis
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Posted: 20th Jul 2006 02:31
if you would like to work as part of a team maybe you could check this thread out http://forum.thegamecreators.com/?m=forum_view&t=84347&b=8 and e-mail Glenn we have worked as a team on a number of things for around 4 years and were looking for a Modeler to do items chars etc for a RPG.

Amd Athlon 64 3000+ Newcastle , Asus K8N4-E Deluxe MotherBoard NForce ChipSet , 768MB DDR Ram , XFX Geforce 6600 Extreame Edition 512MB DDR2 Ram , WinXP Pro SP2
thebulk71
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Posted: 20th Jul 2006 02:58
I thought that this pic could be usefull, because it shows how low poly I can work and also how high, thus LOD expressions could be used for high quality games.

Alquerian
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Posted: 20th Jul 2006 03:41 Edited at: 20th Jul 2006 03:41
I could really use a model of an elf and some of some ogres. I could draw you up some conceptuals if you would like?

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle
Oddmind
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Posted: 20th Jul 2006 04:01
it looks rather mediocre to be selling your services.

The zombies torso is out of proportion and his arms are unnaturally large. the joints are messy, and look like several objects instead of one with an extra edge loop for animation.

UV mapping needs some major work, there are seems in major parts of the model wich looks pretty bad, the torso muscles could also use some work.

Zombies are usually emaciated, not like body builders...

Texture is very bland, need some work on the pants, it looks like you tried to draw folds on the pants, but there is only a few dark spots which looks rather more like paint staines over shadow. Also remember when there is a shadow there is a highlight. you only have midtones and shadows.

keep working, you will get better.

formerly KrazyJimmy

Prayers for rain...
thebulk71
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Posted: 20th Jul 2006 04:10 Edited at: 20th Jul 2006 04:23
ok let me make it clear... I made the head of the zombie today! The body is an old 'generic' body I used for the showcase... pay no attention to the body! If you forget about the body and look at the zombie you will notice great UV mapping there... that's where all the real work is.

Voila... that's all I have to say for now,

*EDIT who can't UV map???
Oddmind
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Posted: 20th Jul 2006 04:55 Edited at: 20th Jul 2006 04:57
being a smart @ss isnt going to help.

That model looks better but its doesnt show Uv mapping.. its a single skin tone with a few shadows... the rest may be stretched to crap like the zombie for all I know.

and a Rammstein fan I see.. Sprechst du Deutsch?

Also this is the wrong board, you shouldve posted this in 3d Chat.

WIP is for Dark BASIC projects.

formerly KrazyJimmy

Prayers for rain...
thebulk71
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Posted: 20th Jul 2006 05:16
ok, so obviously you don't appreciate me... maybe this pic can convince you that I can do decent UV mapping...



either way, I don't really feel like argueing (not my thing, too lazy for that)

but you are right, originally this was to show my FPS in progress (hence the PS on the first post), and I decided to offer a little aid for those who aspire... so don't shoot me down please
Oddmind
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Posted: 20th Jul 2006 06:46
im not trying to shoot you down, just giving crits. The human was excellent though didnt show UV mapping.

the plane is also excellent. the zombie really didn't give you much credit. those two are much better.

formerly KrazyJimmy

Prayers for rain...
dark coder
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Posted: 20th Jul 2006 09:15
well im not sure about your player models, but your plane uv map isnt that good, it clearly has alot of wasted space and you could have easily almost have doubled the texture area had you positioned everything correctly to maximise usage.

Hallowed are the ori.
thebulk71
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Posted: 20th Jul 2006 10:27
you're right about the plane, I could most probably gain in space on that... however, here are the textures I used to showcase my zombie:

I'll take into account all these crits, thank you for taking time on this.

Just as a reminder (for those few who never read all the posts) these models will figure in my future fps...

I'll post some real screenies soon.
Pincho Paxton
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Posted: 20th Jul 2006 10:29 Edited at: 20th Jul 2006 10:32
The zombie model makes me laugh. The girl model is very good. The plane model does not have a good UV map, and the tailplane is wrong. It points in the wrong direstion, and is the wrong shape, and is sloping down too much. Overall, I think you could sell cheap models, but no where do I see that you mention that you sell models in the first place.

Edit: maybe Oddmind means selling for free? Anyway I think you are good enough to make models for people.

thebulk71
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Posted: 20th Jul 2006 10:33 Edited at: 20th Jul 2006 10:34
I'm not selling anything chap, I'm just kinda showcasing and propose to do some models for people who would like 'em, free of charge.
And you probably want to google up on the spitfires cos there have been many models, and this one was "approved" by a friend of mine who is an absolute passionate on planes.

ps: I made it from a top and profile view document from a military website...he he
Cash Curtis II
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Posted: 20th Jul 2006 10:35 Edited at: 20th Jul 2006 10:35
You could definitely put together a DBP model pack. If the price was right, it would sell. Standard things people want - zombie, elf, ogre, troll, girl, etc.

How many polys is that girl? She look really high poly, almost like a Poser model. Looks good, but probably a zillion polygons.

I think this thread is okay here. I mean, it's legitimate work. I don't go into 3D chat much. If he's going to be doing models for DBP, then cool.


Come see the WIP!
thebulk71
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Posted: 20th Jul 2006 10:37
thanks for the support Cash. I was thinking about doing a pack... maybe, just maybe I will one day.

BTW, I went and took a look at your RPG stuff, looks pretty dam good.
SageTech
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Posted: 20th Jul 2006 10:50
thebulk71,

Your work looks amazing by what I see, and It would be great if you could do some moddeling of human objects for me. Ill be sure to add credits or whatnot for your work. If your intrested, Ill give you more details as to the status of my project and what exactly it is I need. Cheers. (Best contact you now before you start putting model packs together and Ill have to pay, yes, Im that cheap )

Back by unpopular demand!
Battle Legacy has gone MMORPG! Nah, Im just kidding. But seriously, check the WIP

Van B
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Posted: 20th Jul 2006 11:39
Ouch, the poor zombie dude's face is cut in half .

That's not a good method for UV mapping, not unless your using very expensive 3D painting software like BodyPaint, but really my point is that cylinder mapping keeps things much neater IMO. Instead of having the 2 sides to worry about, you'd have a fully round map, which you can easily break in half and mirror so your only dealing with one side. I find it's much easier to work with the wrapped around face.

Just remember the little details, like the nostrils - usually you'd have to go and extend the nostril part by squishing the nose a bit, but remember that if your UV map is connected nicely, it will blend nicely and look better, because when you can weld the UV coords and the vertice locations, the normals can be calculated exactly - it's UV data that tends to bork the smoothing on models.

Aegrescit medendo
Fallout
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Posted: 20th Jul 2006 13:17
I'd just like to point out that nipples are cylindrical and slightly rounded at the end, not star shaped!!

Just playing. Nice stuff. Zombie model texture looks cool. Model looks ok. Girl looks great, but obviously too high poly for games. Spitfire looks ok, but probably only suitable for an RTS or game on the ground where you don't get close to the model as it seems too poly poly.

Still, pretty good stuff though. I wouldn't bash it. You say you do animations as well - that'd be a good thing to throw up here. If you have a movie of an animation, that'd be good. Animation is pretty much the hardest part of modelling in my opinion.

Baggers
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Posted: 20th Jul 2006 13:29 Edited at: 20th Jul 2006 14:41
[EDITED] - conversation in the ranks has resulted in this being removed. However feel free to enjoy the blatent advertising of the below software.

If you do not have a reader for pdf files please see here for a tiny, free and very comprehensive pdf file reader. Definetely a decent replacement for the bloated adobe reader.
FoxIt Reader

M.I.A is pending

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thebulk71
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Posted: 20th Jul 2006 14:04 Edited at: 20th Jul 2006 14:17
here is a humanoid I just finished for all to use as they wish... he's only 419 polygons and is in 3ds format

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Fallout
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Posted: 20th Jul 2006 14:09
Hmmm. Just tried to open him up in Milkshape and got some bizarre error saying something about the database is missing chunks?!?! Either way, couldn't import it.

RUCCUS
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Posted: 20th Jul 2006 14:13
You should've posted this in 3D Chat...

Anyways Im going to have to go with Odd Mind on this one, the models are fairly avergae for what people can do around here/what people can learn to do in a day or two. Yes, UV mapping is hard, but when dealing with simple-geometry things like humans or that plain, throwing in a few planar maps here and there is all it takes and its done.

They're great models, just nothing worth buying over the higher quality models at Turbo Squid.


Projects: Online CTF Game | Newcommer's Guide to FPS's
Jonny Ree
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Posted: 20th Jul 2006 14:15 Edited at: 20th Jul 2006 14:18
Are you for real? I mean seriously.. I seldom to never shout out, however in this case I feel I have to. How on earth did you get from making that girl to that zombie. The reason being ofcourse that her body and face is excellent, every polygon seems to be worth its while (you never said that you created this mesh, but you never you never said you didnt either). The zombie has a slightly problematic mesh however, your lowpoly head mesh seems to be effective enough.. but your highpoly one seems to be just subdivitions, which does nothing for the detail of the mesh, it just smooths it out. As for your textures, none of them are very impressive as for actual texture work and detail.. and your UV work is quite wasteful to be honest. It would work nicely for geometric work as you show in your plane though. I dont mind you coming here to help people, thats excellent.. but I belive you should change your attitude towards your own work and other people. Get your feet back on the ground.

I'm a mediocre modeler and texturer myself, and the only way I plan on improving is listening to the critique given and making the changes instead of defending myself.

I'm gonna leave it at this, and say no more.. This is a WIP thread and I dont wanto start a flamewar, just take what has been said into consideration. I wish you well on the progress of your game.

Finally, Chris. I wouldn't recommend this.


*EDIT*
The model you posted while I was writing this seems quite nice, the polygons seems very effective, which has made me quite confused about your zombie. Could you post some wires on that?
*/EDIT*


Baggers
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Posted: 20th Jul 2006 14:25
Jonny: You in the know here in this area, consider it pulled. I'm just looking for media to start testing MIA while your busy.

M.I.A is pending
Cash Curtis II
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Posted: 20th Jul 2006 14:26
Quote: "I'm a mediocre modeler and texturer myself"

Okay, and I'm right handed...


Come see the WIP!
thebulk71
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Posted: 20th Jul 2006 14:26
OK so, I fixed the 3ds and added a *.x for my low poly character... as for the critics it's true, these models are extremely low poly, obviously! but when you want to make a game with 25 enemies on the screen, a physics engine running wild and particles all over the place, I expect these models quite good enough for the job. I never said I was "the best modeller around", I just said I was offering service FOR FREE, Because admit it, some of us have trouble making things... And some screenies on these forums considered "awsome super cool" are just horrifying, so, if this stuff doesn't interest you, then please don't polute this thread with your lonesome sorrows so that those interested can easily get what they need...
dark coder
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Posted: 20th Jul 2006 14:28
did you actually make the female player model? cause that is the only model that really stands out due to the details and precision of the body features and the texturing is subtle and nicely done, your zombie model seems to lack all of these and youve missed a few things like nostril details and such, and the uv mapping job on the zombies head doesnt look that good, main thing you would want to do is map it from a single peice to avoid any seams like you have, the zombies head seems too overshaded and looks pretty scary(not in a good way) making the shading more subtle and adding blood or something would make it more convincing imo.

Hallowed are the ori.
thebulk71
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Posted: 20th Jul 2006 14:35
That girl is not mine except her "frontal protuberences with stars on 'em" (was flat like a skate board), She was just a plain mesh, So I UV'ed it with a simple texture. And as requested here is a pic with Wireframe of my LOW POLY CHARACTER

Van B
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Posted: 20th Jul 2006 14:42 Edited at: 20th Jul 2006 14:43
Lonesome sorrows?

In 6 months, when your about twice as good as you are now - you'll remember the zombie head and look upon it with mild shame, maybe read through some of the comments posted and take them seriously then - we're just trying to get you on the right track for making awesome media instead of just passable media.

Some of us have learned a few tips over the last umpteen years solo developing and modelling, critique is the only way to improve in this field, good or bad, it tells your honestly how your work is and what areas might benefit from practice, experimentation, whatever.


Incidently, polygon counts - I agree completely with keeping them low, but at the same time I think your being a bit conservative, for instance this is how I'd usually spend polies:

2 player beat em up:
50,000 polys on the level, 5,000 per character

30 enemies in a FPS
20,000 polys on the level, 1,000 poly's per character

100+ enemies in a RTS
10,000 polys on the level, 300-500 poly's on each unit, bare minimum really.



PS. The zombie reminds me a lot of Richard from Big Brother, anyone else seeing that?

Aegrescit medendo
mo2970
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Posted: 23rd Jul 2006 08:47
that zombie looks pretty cool what did u make it in? it looks like maya from that one pic. but i am not fully sure.

Deep, into that darkness peering, long i stood there, wondering, fearing, doubting. -Edgar Allen Poe
Fallout
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Posted: 23rd Jul 2006 18:48
Quote: "100+ enemies in a RTS
10,000 polys on the level, 300-500 poly's on each unit, bare minimum really.
"


In my RTS, my troops were 110 polys. All depends on view distance. As for his guy, it's 419 quads, which will be 838 of the polys we all know and love.

Oddmind
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Posted: 23rd Jul 2006 20:48
nah fallout i think the counter probably counts tri's. Quads are there for ease of use.

either way it looks nice for that many.

formerly KrazyJimmy

Prayers for rain...
Seppuku Arts
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Posted: 23rd Jul 2006 21:02
Hey,

You're trying to come off experienced in the 3D modelling world, but I feel patronised, because, I can pick a lot off of your stuff, the only skill I see worth showing off is that texturing, thats something I fail to achieve and some of my work suffers for it. On the positive side, your models are a good start and its nice you're willing to contribute to the community. But 'Want this quality stuff' having a title like that is going to leave you with people picking at you, heck even if there were out of this world, it would be picked at, the only way to get away with a title like that is not to mean it and people to know you don't mean it (eg sarcasm)

On the Zombie, my crit is a quote from an episode of Spongebob Squarepants (The episode where Patricks' parents come over)
"I've heard of barrel chested, but box chested *insane laugh*"
Thats not a flame by the way, I just love that episode, you do need to sort out that chest, who cares if you did it just now, but this is what you're trying to sell you skill with, its got to be something to speak for you.

As for these last 2, they're good, need a bit of work here and there, that all comes with practice and looking at the formation of models. But my BIGGEST advice is, triangles are your enemy, they look ugly, they cause modelling problems, although looking a little convenient in places, can show up like a sore thumb.

Heckno
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Posted: 27th Jul 2006 05:47
I think the zombie is good for a beginner.....
DVader
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Posted: 28th Jul 2006 20:22
Fair play people, he is only trying to help others out. I like the plane best. The girl looks a bit like the dawn demo from nvidia If I write a sim nudist game I'll know who to ask for models The zombie looks a little odd, but as my attempts at human figures are way worse, I can't really complain. Keep up the good work there!
RUCCUS
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Posted: 28th Jul 2006 21:44
I think what's been raising the controversy is how he mentioned people saying their models are good, and then turning out to be crap. That's a pretty big statement and someone that says it should have excellent models to back them up, and most feel these models are average so... yeah.

Anyways a contribution is a contribution, good work.


Projects: Online CTF Game | Newcommer's Guide to FPS's
Megaton Cat
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Posted: 28th Jul 2006 21:57
Agreed. Free contributions are great and all, but if you're gonna strut your stuff, it better be damn good stuff.


New Catfolio.net coming soon!

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