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My test human models #157926
09/30/07 14:24
09/30/07 14:24
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline OP
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Mondivirtuali  Offline OP
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M

Joined: Oct 2005
Posts: 528
Italy
I am trying to model some human figures. The first picture is my latest model ( unskinned).






Re: My test human models [Re: Mondivirtuali] #157927
09/30/07 14:32
09/30/07 14:32
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Posts: 4,305
he looks somehow funny

Re: My test human models [Re: Damocles] #157928
09/30/07 14:51
09/30/07 14:51
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline OP
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Mondivirtuali  Offline OP
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Italy
I am doing a better head and face

Last edited by Mondivirtuali; 09/30/07 14:51.
Re: My test human models [Re: Mondivirtuali] #157929
09/30/07 14:59
09/30/07 14:59
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
It could get improved but like you mentioned, it's a test version.
Just mesh around with it until it looks realistic enough, the effort will result in a decent model

Cheers

Frazzle


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Re: My test human models [Re: frazzle] #157930
09/30/07 19:58
09/30/07 19:58
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
Not bad but you can get good tutes on basic modelling online (doesnt matter what application just so as you see proportions and mesh line layouts) and keep in mind double segmenting joints for animating.
You also need to bear in mind bone placements and deformation (bending) and going from what you have showed, it wont take you long at all to build usable models.

Re: My test human models [Re: Nems] #157931
10/03/07 02:46
10/03/07 02:46
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline OP
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Mondivirtuali  Offline OP
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Joined: Oct 2005
Posts: 528
Italy


I'll keep this prototype and use it for a small level demo , otherwise I would get stuck..it is a male model . Ages ago (think Kingping or shadowman) the model were not very complex but the whole game can create a great atmosphere.
I have to pratice in skinning and animating now.

Re: My test human models [Re: Mondivirtuali] #157932
10/03/07 03:49
10/03/07 03:49
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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Posts: 873
that's better! but head proportions still can be improved

Re: My test human models [Re: Shadow969] #157933
10/03/07 06:09
10/03/07 06:09
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Posts: 1,220
Just down the road from Raven
Make sure to use background images to use as a reference..... they help a LOT! Theres plenty of human profile pictures out there


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Re: My test human models [Re: BlueBeast] #157934
10/03/07 08:11
10/03/07 08:11
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
Use a screenshot of a man, and put it in MED or whatever you model with
as abckground picture. You can use your Model, and adjust the proportions correctly.

Re: My test human models [Re: Damocles] #157935
10/03/07 11:49
10/03/07 11:49
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline OP
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Mondivirtuali  Offline OP
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Joined: Oct 2005
Posts: 528
Italy
I found very difficul modelling the head and the face staying in a low polycount ( the model is 1500 ).

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