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SuPa-'s Model Gallery

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Level 21
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Thumb demon!

I'd tell you the story of how I got this concept, but I'm too lazy to explain my childhood :p
I also got some of the inspiration for this from the Bartimaeus Trilogy

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379 polys

Rhino sucks at smoothing meshes :p Either that, or the vertices unweld when I export the model

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The reason these are in Rhino is because my Max trial had just expired, but now I have it registered

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Level 21
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Thanks :D


BEHOLD!

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A crappy subdivision I felt like making lulz

Fixed the horns

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Level 21
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Aha! I fixed the problem. Now there's only conflicts with the wrap at certain points

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I need some help. Because the stuff in the original uv wrap isn't all attached, neither is the cage that renders the normal map, so there's all these seems
 

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Level 21
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"A crappy subdivision I felt like making lulz" I subdivided it twice in ms3d using this one good subdivision tool and then defined the muscles on the arms as well as made the thumb more "thumby". In the first few high poly pictures, they just came out like that, but then I edited the low poly mesh because the section looked ugly low poly, so then I modeled the muscles in 3ds Max

I'm not using the high poly for anything, I'm just using it to test out normal mapping, displacement mapping, and bump mapping. Anyway, I mostly fixed the normal map (I edited the actual map in GIMP xD) I still can't get it to show up in a render though

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Texture update

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Here are some screen shots of the texture on the model

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WIP of the thumb

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TDR

TDR

Level 18
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I think you'd achieve better results if you'd make the normal maps with xNormal or ZBrush. Also I advise you to try both mudbox and zbrush and then use what suits you best. For example, I personally don't really like mudbox and prefer Zbrush instead.
6k is still low poly, most things in Oblivion are around that value.
 
Level 21
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TDR, I tried ZBrush once and thought it was OK, but I didn't know in hell how to navigate it xD. I'm probably getting Mudbox for my birthday (It's in a little over a month and a half), as I said before (before a said "soon," though) I might make the poly count higher, later, and try to add in some stuff in 3ds Max, but it will come out wrong most likely on a normal map. 3ds Max makes separate parts of the wrap act like separate entities in the normal so the different parts really don't blend together xD

WILLTHEALMIGHTY, thanks

Anyway, here's some crappy bump maps :p

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I just randomly like how this part came out, it looks like external intestine things :D
 
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TDR

TDR

Level 18
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Sep 26, 2004
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dude, remember from now on that there's a big difference between lowpoly game models and highpoly models:
Lowpoly models are like "what you see is what you get". Also any real time renderer that ever was, and probably will ever be, renders geometry divided into triangles. Quads and all other ngons are divided into triangles. So that's why in your low poly model is ok to have triangles alongside quads. nGons should be avoided though, in case your mesh will be smoothed (by this I don't mean meshSmooth, I mean that all polygons belong to the same smoothing group) because you won't be able to control its triangulation right, the software will do it for you and it will probably do it in a very nasty way. Ngons are ok on non-smooth surfaces though, you won't even know they're there.

On the other hand, when making high poly models, you always have to keep in mind that a mesh smooth modifier will be happening on top of that. So...what you see is not always what you get. And unlike game engines, mesh smooth algorithms hate triangles and with a vengeance. They're not that polite with ngons either. Mesh smooth simply LOVES quads, however. Feed it quads and it will obey. In other words, you must keep all your polygons 4-sided as much as possible. Triangles create shitty artifacts in the mesh, as well as ngons. Why? Because if you look at a mesh smoothed model's wireframe, you'll notice that all polygons are quads even if on the low poly mesh there were triangles or ngons. Mesh smooth will try to quadify the mesh by splitting every existing polygon into 4. When it tries to split a triangle into 4 quads, the results won't be very good. Same goes for ngons. You'll end up with pointy pimples and sharp edges where you don't want to on the mesh.

So yeah, be careful with that. But don't let all this theory constrain you. Always remember: the 3d program is your bitch. That pile of digital clay is your bitch. You control it, not the other way around. So when you want a certain shape, DO IT! Slice that bitch hard with edges in the way you want without worrying about topology and keeping all quads etc. Getting the shape exactly the way you want is the MAIN priority. After that you can worry about everything else, and almost all the times it will al solve by itself.

holy shit, that's a big post :|
 
Level 9
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looking good supa,
i still havnt been able to find a unwrapping tut for 3ds max 9 that i can understand :razz: if any1 have one or can make one please link it

ps: what version of max r u using supa?
 
Level 9
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possible for u to link or make me a step by step tut on how to uv map a reallly simple on maybe even a vid ill make sure i +rep u definetly
 

Deleted member 126647

D

Deleted member 126647

I would give him a simple helmet.
 

TDR

TDR

Level 18
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Sep 26, 2004
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Yay for SuPa for discovering a tool implemented 3 years ago in max.

Very useful to create brains. Very similar to the Blob brush in Zbrush although it seems much more primitive.

It's not that it's primitive, it's just that it's insanely slow on heavy meshes. I have no idea why the heck they implemented this tool in editable poly instead of editable/edit mesh (which would have been WAY faster).

SuPa, does your model have 2 elbows on purpose or is that an error? Also pay more attention in positioning your polygons, make sure there's equal distances between them where you don't want defined edges and get rid of any triangles and ngons (or if you can't get rid of them, push them away towards parts of the mesh that won't be seen too much, like the armpits or under the chin. And pay even more attention to the flow of polygons in your mesh, 'cause it doesn't seem too good at the moment (especially the pectoral-deltoid area).
 

TDR

TDR

Level 18
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Messages
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damn man, haven't you read anything from that big post I made? I told you to keep all your polygons quads when modeling high poly and I told you why! Look how silly your mesh looks because of that, it's like it's made out of aluminum foil...you have tons of triangles and, even worse, ngons in there. In case you don't know, ngons are polygons with more than 4 edges (it's easier than to say pentagon, xaewahfsagon, etc).
I also told you to keep distances between edges equal in order to get a nice smooth shape. You have more hard edges there than smooth transitions.
The tongue doesn't have to be part of the same mesh...in fact usually it never is. As well as gum and teeth.
As I said before, that arm is just plain wrong man...Let me illustrate you. This is how a normal arm looks:
arm_01.jpg


And here's how your arm basically looks:

arm_02.jpg


I don't understand why you come up with such ridiculous things instead of looking at some reference pictures...Maybe this was intended though, but what the hell is the purpose for such desing? It's not even appealing and I doubt it could function.
 
Level 21
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I just moved the vertices around to bend the arms a bit :p I can rig it, but I don't really feel like it and I wouldn't be sure what pose to put him in

http://www.hiveworkshop.com/forums/showpost.php?p=524791&postcount=48

Anyway, new model, nature/earth mage

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natureMageWIPSS3.jpg


It has a little over 1k polys xD but I don't care if its poly count is higher, WC3 was made years ago, and computers these days are better then back then so suck it up and accept the poly count ;P Also, since these pics were made I've reduced some stuff and edited some stuff blah blah
 
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