Modeling and texturing hints and tips |
Chrissloe
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Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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16.09.2006 13:04 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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RE: Modeling and texturing hints and tips |
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Good job starting the thread Chriss
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16.09.2006 14:35 |
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Heywood
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Registration Date: 16.08.2006
Posts: 276
Location: Jersey City
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16.09.2006 15:19 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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Nice, thanks Heywood
__________________ "Focus on the solution, not the problem"
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16.09.2006 15:21 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Pinned, some usefull information here
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16.09.2006 15:23 |
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Heywood
Seigneur
Registration Date: 16.08.2006
Posts: 276
Location: Jersey City
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quote: |
Originally posted by Chrissloe
Nice, thanks Heywood
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No prob. You're quite welcome. Always like to help out.
__________________ "I am not a liberator. Liberators do not exist. The people liberate themselves."
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16.09.2006 15:28 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Thanks guys, you're a life saver.
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16.09.2006 16:19 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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no problem arbiter, we need more modelers so...
__________________ "Focus on the solution, not the problem"
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16.09.2006 16:22 |
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lothar100
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Registration Date: 10.08.2006
Posts: 274
Location: @ my computer
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I hope an armor tutorial will show up in here soon. lol.
__________________ when you go to court you're trusting your fate to twelve people who aren't smart enough to get out of jury duty.
Fire in the hole!
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16.09.2006 16:32 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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16.09.2006 16:42 |
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lothar100
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Registration Date: 10.08.2006
Posts: 274
Location: @ my computer
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can anyone put the ebony armor in.obj form fo me??? that way I can mess around with it...
__________________ when you go to court you're trusting your fate to twelve people who aren't smart enough to get out of jury duty.
Fire in the hole!
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16.09.2006 17:16 |
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Heywood
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Registration Date: 16.08.2006
Posts: 276
Location: Jersey City
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quote: |
Originally posted by lothar100
I hope an armor tutorial will show up in here soon. lol. |
If you mean rigging then I wrote one a little while back.
Heywood's Rigging Tutorial
If you mean modeling...modeling armor is no different than any other
type of modeling with the one exception that you need to anticipate
where it will bend. Just start off with a body of an existing Obliv
character and model around that for the general shape. And where the
mesh will need to bend...like the neck, shoulders, elbows, etc. make
sure that there is enough information in the mesh. Rule of thumb being
that there needs to be at least 3 edgeloops at any joint on the body
for it to retain its shape when bent. When in doubt, check one of
Beth's models for reference. I thought about writing a modeling tut for
armor....maybe I should...only thing is it would be one hell of a long
tut heh.
__________________ "I am not a liberator. Liberators do not exist. The people liberate themselves."
- Ernesto Che Guevara
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16.09.2006 17:24 |
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Heywood
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Registration Date: 16.08.2006
Posts: 276
Location: Jersey City
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Yea rigging is the painting of the vertex weights in relation to the
skeleton. Everything you need to do this (inlcuding the ready to go
characters by CuteUnit) are liked to in my rigging tut. Oh and Lothar
check your PM's, I sent ya the ebony set in .obj format
__________________ "I am not a liberator. Liberators do not exist. The people liberate themselves."
- Ernesto Che Guevara
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16.09.2006 17:44 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by lothar100
ty heywood.
edit: lol I dont know how to use rapid share! I caould never figure it out...
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You stoner.
Just follow the instructions, it's not that hard.
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16.09.2006 19:34 |
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The Grey Wizard
Viscount
Registration Date: 07.06.2006
Posts: 380
Location: Wandering Middle-earth
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16.09.2006 19:36 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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Heywood, when you are making armour, how do you start?
When I model swords and stuff I usually start with a sirkle, is that a good start for an armour model as well?
__________________ "Focus on the solution, not the problem"
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18.09.2006 14:09 |
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lothar100
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Registration Date: 10.08.2006
Posts: 274
Location: @ my computer
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20.09.2006 02:59 |
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Chrissloe
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Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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__________________ "Focus on the solution, not the problem"
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20.09.2006 14:31 |
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lothar100
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Registration Date: 10.08.2006
Posts: 274
Location: @ my computer
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__________________ when you go to court you're trusting your fate to twelve people who aren't smart enough to get out of jury duty.
Fire in the hole!
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20.09.2006 21:28 |
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Heywood
Seigneur
Registration Date: 16.08.2006
Posts: 276
Location: Jersey City
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quote: |
Originally posted by Chrissloe
Heywood, when you are making armour, how do you start?
When I model swords and stuff I usually start with a sirkle, is that a good start for an armour model as well? |
It depends on what you are trying to model. For the ruby gauntlets I
just made I started with a cylinder since thats the closest primative
shape to the shape of an arm. Basically start with the shape you will
have to edit the least to get started. Most of the time I model poly by
poly since it gives me greater control over the edge loops in the mesh.
I just make a cube and delete all sides eccept for one and then start
extruding edges into the shape I need. That method takes some practice
however, since you are creating the shape completely from scratch.
__________________ "I am not a liberator. Liberators do not exist. The people liberate themselves."
- Ernesto Che Guevara
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20.09.2006 21:35 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Please don't spam, people find this thread usefull, and then bam some
person is nodding at them. I don't know about you but I would feel
pretty uncomfortable.
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20.09.2006 21:36 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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Damn, i've been trying to figure out what an edgeloop is, anyone think they could clear that out for me?
__________________ "Focus on the solution, not the problem"
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28.09.2006 09:01 |
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Heywood
Seigneur
Registration Date: 16.08.2006
Posts: 276
Location: Jersey City
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An edge loop is exactly what it sounds like...a loop of edges and faces
that go around the model in specific ways to aid in deformation when
rigged. Here's one pic that shows edge loops as they would apear on a
face.
http://www.bunk.cistron.nl/plaatjes/poly_regions.jpg
__________________ "I am not a liberator. Liberators do not exist. The people liberate themselves."
- Ernesto Che Guevara
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28.09.2006 10:40 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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Heywood, do you have any tips as to how to make pauldrons?
I'm really stuck at making some
__________________ "Focus on the solution, not the problem"
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09.10.2006 18:30 |
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Heywood
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Registration Date: 16.08.2006
Posts: 276
Location: Jersey City
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I could if you could show me what you're trying to model.
__________________ "I am not a liberator. Liberators do not exist. The people liberate themselves."
- Ernesto Che Guevara
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09.10.2006 20:19 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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Shure, here is a picture of what i'm trying to do. It is a concept by arbiter:
Pauldrons by arbiter
...but without the feathers of course
__________________ "Focus on the solution, not the problem"
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09.10.2006 23:00 |
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Heywood
Seigneur
Registration Date: 16.08.2006
Posts: 276
Location: Jersey City
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Ok. What I would do would be to take a cylinder...delete both
ends...then delete half of the cylinder leaving you with only a
semicircle arch. then scale it down so that its a strip fitting around
the shoulder for the back of the pauldren. After I was happy with the
shape of that arch then I would select the edges facing the rest of the
arm and extrude them down along the arm to form the base shape of the
pauldren. Then its just a matter of messing with verts to create the
shape of the pauldren and extruding the border edges down and inward to
give it volume. You could duplicate the main pauldren and resize /
reshape it a bit for the part on the bicep area. For the straps you
could just place a cube where it should start and extrude a face out
and keep extruding to create the shape of the straps. Hope that helps a
bit. If you want you can PM me with progress shots and I'll help ya
along with crits.
__________________ "I am not a liberator. Liberators do not exist. The people liberate themselves."
- Ernesto Che Guevara
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09.10.2006 23:31 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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thanks heywood, i'll try and see how it goes
__________________ "Focus on the solution, not the problem"
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10.10.2006 11:44 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Noon likes my feathers.
Good luck with that.
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10.10.2006 11:49 |
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Chrissloe
Seigneur
Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund
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hehe, well I like them for the Harpy Feahter armour...but this is not the Harpy feather armour
__________________ "Focus on the solution, not the problem"
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10.10.2006 12:15 |
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Maggon
Guardian
Registration Date: 31.03.2006
Posts: 54
Location: Denmark/Copenhagen
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All meshes is created low poly right ? I mean you dont use High poly mehses for games right ? or atleast Oblivion
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11.10.2006 06:32 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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quote: |
Originally posted by Maggon
All meshes is created low poly right ? I mean you dont use High poly mehses for games right ? or atleast Oblivion
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We tent to keep to Beth's limits, but it's usually under that because they just went crazy with Oblivion.
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11.10.2006 09:04 |
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