Zaneeba's monster book of models
|
09-25-2009, 10:20 PM,
|
|||
|
|||
i personally didnt really see what was abrasive about my post, ive made many worse ones. i saw that you (yall) were getting all excited and planing for things that would take metric tons of effort: so i interjected with the realistic side so that you know the difficulties you face. i already said that i'd love to see a sload race and that the model looks fantastic... what more do you want? im on a tight schedule and quite frankly dont have time to compliment sandwich every one of my sentences. im going to say what i mean as quick as i can say it, and hope that it helps someone.
if youre going to learn to make races, best of luck to ya. modeling, texturing, rigging, and animation take a lot of time to master but they are very, very rewarding acts. that being said, you should try something in a smaller scale first, something that doenst require a new skeleton, 200 meshes, and 300 animations. that would be like learning to swim by competing in the olympics. P.S. holy crap FF automatically capitalizes my I's. score! Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
|||
09-25-2009, 11:56 PM,
|
|||
|
|||
Zaneeba's monster book of models
Ah, I find your Etiquette use of language quite refreshing.
Lady Nerevar your images on deviantart are quite nice, I like the Stirk picture the most. Zaneeba hows the sload going? http://user.drunkduck.com/zaneeba_slave Hm, put Zaneeba_Slave in search bar and wahla!, Works a treat on looking up people. Hey zaneeba you like donkey kong i hear? is that where you got the inspiration for the purple guy in your pic (Hehe or is it from somewhere else). Onto more serious matters, Hey ibsen you sneaky bastard you edited my post! And im still having probs in facegen anyone mind helping? If not ill have to look on Bethsoft forums for help.
[TITLE]
-Lore_Naga of Beyond Cyrodill Forums- [/TITLE]"B at indeværende er skidt naga blod."
undersøgenaga |
|||
09-26-2009, 12:23 AM,
|
|||
|
|||
Naga DONT be swearing X(
Also why post something off-topic in someone elses thread?, are you intentionally diverting the thread? Sorry for being off-topic myself there Zaneeba, love your model :goodjob:
[color="#9ACD32"]How do you Skyrim? Show Us in TES Alliance's [url="http://tesalliance.org/forums/index.php?/forum/112-official-skyrim-contest/"]Salute to Skyrim Contest[/url]![/color]
|
|||
09-26-2009, 12:58 AM,
|
|||
|
|||
zaneeba's topic
sorry no no,
im just a little stressed seeming i found out alpha antivirus is trying to hack my bank details
[TITLE]
-Lore_Naga of Beyond Cyrodill Forums- [/TITLE]"B at indeværende er skidt naga blod."
undersøgenaga |
|||
09-26-2009, 05:17 AM,
|
|||
|
|||
Why yes! I am a Donkey Kong fan! One of the last, actually, since most people dont remember the series before the 64 game. The drawing of the blue man was just simply a drawing if a monster, and whether it was inspired by something I really dont know.
The Sload is now in the talented hands of the mighty Koniption! What ever happens from now on, it is of Koniption's doing; for bad or for good. Oh, and look here what I made! A voodoo doll! It is the most generic voodoo doll one can have, and it only took me about five minutes to make. I plan to get plenty more detailed with the other voodoo dolls I will make. One (or maybe two) of each race, portraying them in humorous doll likenesses. This particular little guy is a death doll. As you can plainly see by the great hole in his gut, it is revealed that the poor victim of this voodoo doll has been killed. Maybe I'll add a lock of hair taped to him to signify tat this voodoo doll has been used against someone. Maybe we can texture him with little bits of blood sprinkled upon his head? I dont know, I'm grasping at straws. Anyways, I hope you like it! -ZS |
|||
09-26-2009, 06:40 AM,
|
|||
|
|||
Sloads lookin nice. Good idea on the voodoo dolls. cant wait to see what you come up with.
|
|||
09-26-2009, 09:05 AM,
|
|||
|
|||
Good model choice, ZS! We're still in need of Bhuru magic items and that's a pretty damn fine addition to the collection.
I'm guessing that the poly count will make Koniption shudder though. I hate to throw another load of work her way but if you need the dolls texturing then I can see what I can do with it if you send the final nif my way.....
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
09-26-2009, 01:46 PM,
|
|||
|
|||
Quote:Originally posted by Ibsen's Ghost Y-e-a-h, the polycount will probably make Oblivion crash, from that one voodoo doll alone. It looks like it's thousands of polygons or much more. Zaneeba, the stitches on the doll can be done with a texture, but decimate the dolls as much as you can when done, even if the stitches disappear from the decimation. But keep a screenshot of the undecimated doll, so that a texturer can look at it and visually remake the stitches on a texture where they are on the doll. IG: I'm gonna have to have the nif anyway to UVMap it, then I can send it your way for texturing if you wish. KP
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
|
|||
09-26-2009, 04:11 PM,
|
|||
|
|||
It's ok, I made the poly count a lot smaller. It's at 17,000 which is still a lot, but by decimating it a little there should be no problem.
As for texturing... I guess I should learn how to do that in order to save everyone some time. |
|||
09-26-2009, 05:01 PM,
|
|||
|
|||
I noticed you all talking about poly counts. I don't know what your workflow for creating models is, but here is what I do.
First I make a Low poly cage in Max or maya, keeping in mind, that I should model everything relatively evenly sized quads, so everything subdivides evenly. I import the low poly cage into Zbrush or mudbox, and sculpt out the high poly version, and export the highest subdivision my computer can handle into maya or xnormal. (zbrush has a normal map generator for in game assets called z-mapper, but I have never used it) From this step, you can go 2 ways. You can UV unwrap the original low poly cage, or you can create a new one, which I usually prefer to do, as I will not have to make everything into quads this time around, since it is planning to go in the game. I can also do this so that I can use whatever the game's polygon budget is to guide me while modeling. Whatever method you choose, you need to UV unwrap the low poly, and soften all of it's normals. Then using whatever program suits you, projects the normal map onto the low poly model using the information on the high poly model. If you have the time, you can project the ambient occlusion as well, to help guide you on the diffuse texture. Then you just paint in the diffuse, and BOOM. you have yourself an in game asset! Don't know if this is what you were already doing. But just in case anyone wanted to know...there it is. |
|||
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)