WIP base model -1 reply

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Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#11 11 years ago

You just chop off the polies that are covered by the armor, leaving only the joints.

And the hinged pieces would look kinda like medieval plate armor joints. Nearly all joints were made by having pieces of the armor riveted together at the sides, allowing the plates to rotate around the rivets. Like this, see?

Spoiler: Show
armour_kneecops.jpg

Not the best image, I'll admit, but it should give you an idea. In the rigging stage you could give the joint armor a 50/50 influence in joints that rotate only one way (such as the knee and the elbow) and it'll look just fine.




Jalechah

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4th March 2006

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#12 11 years ago

ah yes i understand now. but i dont want the model to get too bulky with armor so ill model in the joints (such as elbows) instead, should be easy really to fix really




Gir_teh_Almighteh

need more cowbell?

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19th May 2006

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#13 11 years ago

if the shoulder pads, and upper torso, are solid materials (steel etc.) then they would probably be rigged not to difform at all, and just have solid weights. if that's the case, then the cleanest possible arm joint you could use is a ball and socket style joint, where the top of the arm floats inside the torso mesh, without either actually being welded together.




Nozyspy

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30th August 2004

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#14 11 years ago

Hey man, nice armour! And you also very impressive at drawing human musculature, that drawing in itself is worthy of high praise. :)




Jalechah

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#15 11 years ago

@ Gir: hmm ok so ill make a ball/socket shoulder but ill model it as close to being a single mesh as possible, and then for the remainder of the joints ill create them as one mesh.

@ Nozyspy: hehe i didnt draw that pic. i pinched it from my teachers refference folder. hes got a bunch of nice pics like that.




Gir_teh_Almighteh

need more cowbell?

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#16 11 years ago

your teacher has a pretty good knowledge of muscle groups. but his proportions are fucked.

if this is really a basemesh, you're being far too specific in your building. because it has defining features of a character. a real basemesh is something you can just tweak to fit your new needs.

and would looks like this (use it as an example of polyflow etc): pwntpolieswf3.jpg




Jalechah

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#17 11 years ago

ah thanx for the pic! that will help alot. didnt u make a vegito with that? and i wanted it to be a base model but have somewhat of the concept armor aswell. so i could have a group of soliders that wore roughly the same armor but were different from one another.

But i have run out of time. i only had a week to escape my major project for school. so i wont be able to make a new base model for about ... 2 months, give or take. ..sigh* back to low poly modeling and texturing plus everything else..

old model from this thread will be scrapped. thanks everyone for the helpful critique.




Jalechah

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#18 11 years ago

Hey Guys, im modeling base meshes again. (with only 2 weeks to finish my game, What am i thinking!?!?!) here is the male base mesh. Please help me with proportions.. also no hands or feet yet

Spoiler: Show
newmalebase2.jpg

And here is the female mesh, its currently posed for Crysis but tweaking it to the JKA skeleton wouldnt be hard.

Spoiler: Show
femnano_crysis06.jpg



Jalechah

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#19 11 years ago

UPDATE: I tried to use that pic as a reference for the hands and feet Gir, not sure how well i imitated it. FRONT/SIDE

Spoiler: Show
newhandsandfeet.jpg

BACK / 3/4Back:

Spoiler: Show
newhandsandfeet2.jpg

3/4 Front:

Spoiler: Show
newhandsandfeet3.jpg



Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#20 11 years ago

The forearm is a little thick and the transition from back to neck should be smoother. Something's really bothering me about the chest, but I can't place it. I'll get back to ya on it.