Dude model

Community Forums/Showcase/Dude model

skn3(Posted 2003) [#1]
This took a fair bit of tiem to skin!
(I know the head is big, it is meant to be)
500 polys...



Beaker(Posted 2003) [#2]
Looks cool, nice low poly count. What you gonna do with him?


skn3(Posted 2003) [#3]
A) my first ever skinned/rigged/animated model
B) a game :D

;)


Beeps(Posted 2003) [#4]
great work there, kinda reminds me of someone...


Tranz(Posted 2003) [#5]
It reminds me of someone too...Wait! That's Duke Nukem before the steroids!


skn3(Posted 2003) [#6]
haha Duke eat-um ?


Ziltch(Posted 2003) [#7]
Or Dude Nukem!?


Zo Zo Zee Zar(Posted 2003) [#8]
That's really cool.


Ruz(Posted 2003) [#9]
I suggest you build the arms not fully up , but half way between down and up. Its easier to get good deformations that way.
Perhaps the arms seem a little long too.

But a good first effort


(tu) sinu(Posted 2003) [#10]
yep seems those arms will go to his knees and probably past.
other than that it's good for a first model.


skn3(Posted 2003) [#11]
Errr I never said its my first model :P (just first fully wrapped, and fully animated)

And no its not good to model your character with the arms down. Its a matter of taste, and this task suited having his arms up. The arms are not that long, they are how I intended them to look.


sswift(Posted 2003) [#12]
Did you show me this model in IRC before? I think you did. I like the texturing a lot more now.


skn3(Posted 2003) [#13]
hehehe yeah, I showed you a wip version which as u put "looks like a retard" It did lol, so I improved it. :)


Ruz(Posted 2003) [#14]
'SA) my first ever skinned/rigged/animated model'

Perhaps you should have been clearer


The arms are better( in my experience) in between up and down for the simple fact that they deform better
The arms are more often than not in a down position, so its logical if you think about it.
What will happen when you skin it and put the arms down, is your shoulders will look far too big, they tend to bulge out.
And why are the soles of his feet like balloons, shouldn't they be flatter?
he looks very blocky too, unreal tournament characters look very smooth, but they are only 550 polys,or was that intentional?
if you want a proper crit then please post the wireframes also


skn3(Posted 2003) [#15]
Unreal models are more like 1000+ polys.

The rest I cant be bothered to defend, because its just indervidual oppinion.


Zenith(Posted 2003) [#16]
Its a git!


Ruz(Posted 2003) [#17]
okay, your charactcer is wonderful , nothing wrong at all
Good luck.


skn3(Posted 2003) [#18]
lol, no need for that . :O


Ruz(Posted 2003) [#19]
Don't know why I made this , nothing to do to day , but this is 630 polys.


To my mind there are just enough polys to get it to deform reasonably.
Anyway good luck with the model, look forward to seeing it moving about


skn3(Posted 2003) [#20]
These were already online.




http://skn3.acsv.net/junk/flip.avi
http://skn3.acsv.net/junk/walk_on_spot.avi


Ruz(Posted 2003) [#21]
hey looking good . one criticism for the flip animation, he should move up a little when flipping. It's a little flat right now, but otherwise looking nice.


googlemesilly(Posted 2003) [#22]
What software did you use to make him ? 3D Max ?

Thanks


skn3(Posted 2003) [#23]
3d max to model+unwrap, paintshoppro to texture, and character studio to rig and animate. Then Unwrap3d to get it into blitz.


googlemesilly(Posted 2003) [#24]
The animation is really cool !