Author Topic: 3d models development  (Read 677972 times)

Offline Gray

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Re: 3d models development
« Reply #2130 on: November 13, 2011, 02:01:18 am »
I'm not sure about his neck. IMHO it will be better to smelt it with shoulders a-la bodybuilder.

Re: 3d models development
« Reply #2131 on: November 13, 2011, 08:17:03 am »
I'm not sure about his neck. IMHO it will be better to smelt it with shoulders a-la bodybuilder.

But what about "hit-own-head-twice-then-shake" animation then?
Wasteland is a tricky business.

Offline ChikChik

  • ... and I'am all out of gum!
Re: 3d models development
« Reply #2132 on: November 13, 2011, 11:44:08 am »

3d model generaly is a bit bigger than sprite. There is something wrong with that angle on model's back, before neck. 3d model's fits are still big. Also, egg formed head looks kinda wrong.
Otherwise, everything is pretty okay, keep it up.

Offline skejwen

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Re: 3d models development
« Reply #2133 on: November 13, 2011, 04:24:21 pm »
Lower leg still looks totally missed :(
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Re: 3d models development
« Reply #2134 on: November 13, 2011, 06:59:01 pm »
I feel all of you are right I tried some correcting its not good yet the leg I though was corrected but looking back at the render I see it wasn't well looks like lots of things are needed to be done but overall I feel the progress is good. Thanks to skejwen and ChikChik for showing me some faults on the bodies its appreciated and helps a lot.
The arm looks a bit smaller even though I didn't changed its length will play a bit more with the armature. Right now Lizard has started working on a texture for the mutie the changes I do will not affect his work so there is a chance that for the time I get the shape the mutie will be fully done.


Side note I will edit my previous posts later to remove the old pictures.

Offline Handyman

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Re: 3d models development
« Reply #2135 on: November 14, 2011, 07:46:03 pm »
looks really great! like the 2D version!
Why would you argue with someone, while you can kill him.

Re: 3d models development
« Reply #2136 on: November 16, 2011, 10:42:48 am »
Yep, now if i just knew how to get these normals into proper halftransparent layer...


Guys, did someone rigged the dorf yet?)))



« Last Edit: November 16, 2011, 03:57:06 pm by Graf »
Wasteland is a tricky business.

Re: 3d models development
« Reply #2137 on: November 16, 2011, 08:04:02 pm »
That model looks a bit like a dwarf from IceWind Dale. Well rigging a normal humanoid and a dwarf is pretty much the same but I don't think anyone started rigging the midget.

Offline barter1113

  • New Vegas fanatic =)
Re: 3d models development
« Reply #2138 on: November 17, 2011, 09:30:02 am »

Guys, did someone rigged the dorf yet?)))





 :o who is he?

Re: 3d models development
« Reply #2139 on: November 18, 2011, 11:26:02 am »
:o who is he?

A memetic character from gamedev.ru, The Gnum. Just mine lame attempt at being funny here.
Maybe i'll model him as easteregg, but i bet the highly complex topography of Sviborg would be more appropriate, for example as GM's custom model.)
Wasteland is a tricky business.

Offline runboy93

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Re: 3d models development
« Reply #2140 on: November 18, 2011, 12:23:50 pm »
Mutant looks nice :)
Just little tweaking there and there and then it should be finished.

Re: 3d models development
« Reply #2141 on: November 18, 2011, 08:03:34 pm »
Textures for Jotisz' supermutant, alpha version.
Texturing is not my field of specialization. Aaaanyway: so i sculpted the mesh, making it somewhat steroidmutated, baked normals in projection UV and desaturated them to greyscale. Then, i placed the normals as a halftransparent layer put over green background...



I think i start sound like Prosper... Is anyone interested in how the stuff is done, anyway?
Wasteland is a tricky business.

Re: 3d models development
« Reply #2142 on: November 18, 2011, 08:21:53 pm »
You can't beat Prosper......
It looks like a good now only coloring is needed for the perfect look.
« Last Edit: November 18, 2011, 09:04:46 pm by Jotisz »

Re: 3d models development
« Reply #2143 on: November 18, 2011, 11:18:07 pm »
Colouring is the easy part, Jotisz, but... Look at the parts where the arms and torso connects. One can easily see the seam, the texture isn't continuous in that part, because i sculpted the arms and torso separately. I'm not very satisfied with this.
Also, i disregarded the ass, it will be covered by pants, i guess.





I'm very interested to see how the render look in-game, because Blender's illumination i set is too intense. The muscle reliefs could probably need more contrast.

This is the texture with the colour tone i used, btw.


« Last Edit: November 18, 2011, 11:22:39 pm by Lizard »
Wasteland is a tricky business.

Offline Gray

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Re: 3d models development
« Reply #2144 on: November 19, 2011, 10:24:07 am »
Note the neck: