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Schuy01   Posted 16th Nov 2006 2:46am
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This is my current project. I'm creating a character for UT2007. You may be asking why am I doing that now? Thats because I'm still learning how to use Maya and zBrush, and I want to have something presentable by the time UT is out.

This is the first 3d project that I have ever taken seriously, and so far I've gotten a nice low polygon in-game mesh thats pretty close to completion. I still need to clean up some geometry and fine tune some possable problem areas.

After I've decided that the low poly version is acceptable (right now, its a somewhat clean 5,500 tris), then I'll move it into zBrush and detail it to perfection, and extract a normal map.

Heres what I've go so far; I call her Molly the fox.

Quick facts:

Total Triangle count: 4480 ~ was 5480
Programs used so far: Alias Maya 7
Hardest part encountered so far: Optimizing teeth poly count
Time invested so far: one month, on and off




She may seem a little bulky right now, but when I texture it, it will make sense. Teeth? Yes, I plan to have a fully articulating face, mouth and tounge, but that can change depending on what tools, abilities, and animations the Unreal 3 engine will allow me to do.

I could adapt this into a UT2004 model when I feel like it too.

-- EDIT --
New tri count and ear design
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My current project!  
 Modified Nov 21st, 08:31pm by Schuy01
sobe    Posted 16th Nov 2006 7:38am
Post 2135 / 3194
Looks good
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DaveMan_CI   Posted 16th Nov 2006 9:04am
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Nice work man
DAveMAn_CI    
Mostertman    Posted 16th Nov 2006 11:12am
Post 1611 / 2820
Almost looks like you have used Nurbs instead of Polygons.

Looks Great!
   
D2k   Posted 16th Nov 2006 11:37am
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Nice work. Although regarding the teeth, IMO should be a face with a teeth texture on it for the sake of rendering fewer polys. Details down to teeth and mouth details would be only necessary if someone was looking at it... Mabye in UT2007 you can get a "gun cam" so when you jam a gun in your opponets mouth you can see what it looks like when your gun blasts a hole through the back of their neck... LOL

You never know.
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Schuy01   Posted 16th Nov 2006 5:15pm
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Thanks for the replys!

Quoting Mostertman

Almost looks like you have used Nurbs instead of Polygons.

Really? I must be doing something right then. Nope, all polys here. I did use one level of polygon smoothing on the ears though.

I could use a teeth texture, but I want to see what the UE3 engine will let me do, because I still think the poly count is low enough compaired to the normal map example model in the UnrealTechnology page (which was roughly 5300 polys). A few more can't hurt

But if I find it frustraiting to extract a normal map around the teeth, I'll do the paited texture.
◄ "Si vis pacem, para bellum!" - Flavius Vegetius Renatus ►
My current project!  
 Modified Nov 16th, 05:22pm by Schuy01
D2k   Posted 16th Nov 2006 6:09pm
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Maya is very good for modeling. However, I prefer 3ds Max for animation because I don't know how to animate in maya...
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Schuy01   Posted 16th Nov 2006 6:23pm
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Neither do I! I'm in the 'learn as you go' mode.
◄ "Si vis pacem, para bellum!" - Flavius Vegetius Renatus ►
My current project!  
 
Mostertman    Posted 16th Nov 2006 6:44pm
Post 1612 / 2820
My thought just go's the other way around, I think Maya is better for animating and max maybe for modelling, however i never really worked al that much with max, but more with Maya.
   
goober   Posted 16th Nov 2006 6:52pm
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Quoting D2k
Maya is very good for modeling. However, I prefer 3ds Max for animation because I don't know how to animate in maya...


Same here, i do know how to animate in Maya but it is much more technical than max's simple keyframe animating

Also, Schuy, could i direct you to www.3dbuzz.com, they could probably give you much more helpfull comments than we could
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 Modified Nov 16th, 06:54pm by goober
Schuy01   Posted 17th Nov 2006 12:47am
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I think I'll add as much detail in Maya. I noticed that when I smooth the model in zBrush, I loose many of the hard edges around the armor. To me, its easier to fix in Maya.

Then I'll add in very fine detail like hair, scratches, fine fabric texture, etc in zBrush.



True, I do like the animation in Max (which my school uses) but I love the organic style of modeling in Maya.

Yup, I've been to 3d Buzz. That’s a really nice place for help in all sorts of modeling, but I'm going to wait until I hit a snag. (particularly when I start unwrapping UVs)
I want opinions from those who play games. What they think of the model, and would they like to see it in a game.
I probably should have made a poll. Oh well.
◄ "Si vis pacem, para bellum!" - Flavius Vegetius Renatus ►
My current project!  
 Modified Nov 17th, 12:53am by Schuy01
Mostertman    Posted 17th Nov 2006 1:03am
Post 1613 / 2820
Quoting goober
Same here, i do know how to animate in Maya but it is much more technical than max's simple keyframe animating


Uhmm... If you really would know how to animate in maya, you would know you can use simple keyframe animating in maya too
   
goober   Posted 17th Nov 2006 1:16am
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Man Schuy, your lucky. My school wouldnt even dream of putting in a course that I would acually like. To sum up, the rest of the students in my class (and preety much the whole school) are complete idiots. Along with the majority of the staff/administraition.
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Schuy01   Posted 17th Nov 2006 1:22am
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One other really cool place I've found for 3d help: DigitalTutors They have plenty of video walk throughs for many 3d applications.



Well, that sounds exactly how my High School was, but I'm currently attending ITT Tech. College for computer network services, but they also offer a graphic art and game design curriculum as well.

At my old high school *cough* Farmington High *cough* , the administration dared to add a whole new bank of computers (equiped with a P4 3 gHz cpu < over kill for web/research/MS Office duties and desktop publishing?) to a classroom then declare a paper shortage due to funding...
Stupid decision or stupid administration; you be the judge.
◄ "Si vis pacem, para bellum!" - Flavius Vegetius Renatus ►
My current project!  
 Modified Nov 17th, 01:32am by Schuy01
Schuy01   Posted 17th Nov 2006 6:01pm
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I do want to, but I have know idea how to do it that way. I think they used an alpha transparency map on flat polygons, but then again it doesn't look like they did it that way. Maybe something similar to this: CS6610 Final Project -- Thiago Ize and Justin Luitjens.
And here is the more detailed look they based their work on (pdf file). But I have no idea if UE3 will support it.



I've cleaned up the teeth even further, so now the poly count is down to 5248. I guess there were some pretty tiny polygons I missed.
◄ "Si vis pacem, para bellum!" - Flavius Vegetius Renatus ►
My current project!  
 Modified Nov 18th, 03:17am by Schuy01
Assaultman67    Posted 18th Nov 2006 7:51am
Post 1726 / 4376
to be honest, i thought it was a deer character untill i saw the tail ... then i knew you were aiming for a fox

the ears just don't seem to match a foxes ....

floppy deer ears

pointed fox ears

Then again its hard to imagine your model looking better with smaller pointed ears ...

Its still like, 20 times better tahn what i could do so, you deserve props ...
   Modified Nov 18th, 07:52am by Assaultman67
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