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Re: Nice hands!

Postby Boss429 » Tue Nov 30, 2010 9:17 am

UrbanKid wrote:That is some awesome hands! hey is there a tutorial on how to make hands....all the time i been making are blockish ones

yeah Ben Mathis has some good tips on modeling hands in one of his videos:
http://www.poopinmymouth.com/tutorial/tutorial.htm
(don't be scared off by the url I assure you its not 2 girls 1 cup related :P )
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Postby ceriux » Tue Nov 30, 2010 5:54 pm

Code: Select all
He's too fat on the side. Obviously your rouge archer works for the burger king. Not very rouge is he with this allegiance fat?


i made him to match the dimensions of the quake guy -.-
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Postby Downsider » Wed Dec 01, 2010 1:42 am

ceriux wrote:
Code: Select all
He's too fat on the side. Obviously your rouge archer works for the burger king. Not very rouge is he with this allegiance fat?


i made him to match the dimensions of the quake guy -.-


Didn't you know the Quake Guy works for Burger King?
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Postby frag.machine » Wed Dec 01, 2010 1:57 am

Downsider wrote:
ceriux wrote:
Code: Select all
He's too fat on the side. Obviously your rouge archer works for the burger king. Not very rouge is he with this allegiance fat?


i made him to match the dimensions of the quake guy -.-


Didn't you know the Quake Guy works for Burger King?


Yeah, flipping fiend burgers all day.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby dreadlorde » Wed Dec 01, 2010 8:26 pm

Schöpfer. I wish I had more time to work on it.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!
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Postby ceriux » Wed Dec 01, 2010 8:28 pm

point taken... ill work on a different model..
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Postby Junrall » Thu Dec 02, 2010 2:32 am

Stocky or not... the 3D hood around the face looks frigging cool :wink:
Would love to see what that looks like in-game.
Good God! You shot my leg off!
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Postby ceriux » Thu Dec 02, 2010 4:25 pm

lol thanks, but im waiting on my friend to draw me up a concept. ill make a more anatomically correct model. very few seems to like me original.

Image
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Postby ceriux » Sun Dec 05, 2010 9:23 pm

Image

small updates, gunna prolly delete the arms and rework them, i can add much better shape starting with the shoulders.
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Postby jim » Sun Dec 05, 2010 10:22 pm

Looks pretty good now. The first one had a bit weird look with the chest appearing to go really low.
zbang!
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Postby Junrall » Sun Dec 05, 2010 11:42 pm

That fellow is built for speed and stealth!
Vary cool!
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Postby ceriux » Mon Dec 06, 2010 12:36 am

thanks guys, reshaped his chest some, doing some work on his back, and started to rebuild his arms. shoulders are starting to look a lot nicer than they did. what you guys think?

currently at 778 tri's

Image
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Postby Sajt » Mon Dec 06, 2010 12:52 am

Well I never did figure out how to model according to "deformability" (especially shoulders) so I can't help you there, but...

There should be a depression between the shoulder blades (on the back)... also the shoulder blades look in the wrong place anyway. Not sure what it is though. (Unless this is a mounting point for his superhero cape??)

Also his butt looks like that of a Gulag inmate...

Anyway, the truth is, perfecting the mesh really doesn't matter at all. It doesn't have to be perfect, and nobody will notice these details anyway. It just needs a good rough silhouette and good deformability, that is, the animations will make or break the model. I would recommend not spending too much time worrying about the mesh.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby mh » Mon Dec 06, 2010 1:25 am

We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
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Postby ceriux » Mon Dec 06, 2010 1:30 am

i want a career in modeling so the mesh is very important to me.

looks nice MH. Does it help performance any?
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