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Published: 2010-12-06 20:21:22 +0000 UTC; Views: 39104; Favourites: 962; Downloads: 815
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Description
The Final Presentation shot with wireframes and Textures SheetRelated content
Comments: 190
Demirock In reply to ??? [2010-12-07 21:21:51 +0000 UTC]
what #d program did you use to make her?
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Demirock In reply to Soilworker06 [2010-12-08 01:15:51 +0000 UTC]
ah I knew it wasn't Maya but had to be sure. Thanks
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Hellstern In reply to ??? [2010-12-07 20:36:28 +0000 UTC]
Good job!
I like that you made her a sniper, not close combat unit.
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Soilworker06 In reply to Hellstern [2010-12-07 20:41:50 +0000 UTC]
Thank you Hellstern ! ^^ Glad you like it
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RKurczewski In reply to ??? [2010-12-07 14:57:33 +0000 UTC]
Great stuff. One thing that somehow bugs me... shouldn't rifle be held by a muzzle ? I mean- that way it would get all dirty in place which should RATHER remain clean (not that I know much about design of this particular SF gun )
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Soilworker06 In reply to RKurczewski [2010-12-07 20:27:23 +0000 UTC]
Thanks ! Yes you may be right i didn't thought about that ...
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tgw-Raptor In reply to ??? [2010-12-07 11:46:42 +0000 UTC]
Do you have quads or tris (marmoset render?), because it would be nice to see the edgeflow as quads (for the animation)
Beside that nice as i said before
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Soilworker06 In reply to tgw-Raptor [2010-12-07 20:29:16 +0000 UTC]
I have initially modelised it in quad. I'll maybe post a quad wireframe.
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Soilworker06 In reply to Nekranea [2010-12-07 20:29:25 +0000 UTC]
thank you very much Jezabel ^^
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Wolfynsong In reply to ??? [2010-12-07 02:31:26 +0000 UTC]
Very pretty. The topology looks pretty solid too. Of course, you're obviously better at this than I am, so I suppose it's kind of pretentious for me to say that.
Anyway, I do have a couple questions, if you're willing to answer. When you're modeling this, do you make more detailed parts separate from the main mesh? That's a no-no for the average game engine, right?
Also, do you get any kind of odd deformations resulting from the use of tris over quads? I've been recently questioning my taught stance on tris being the Satan of deformation. I suppose it could merely be an issue within Maya, though.
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SythenDesigns In reply to Wolfynsong [2011-03-06 16:09:47 +0000 UTC]
Game engines like the UDK do not require specific parts of a model to all be attached. Once they're apart of the same rigging for animation they'll show up in game. Weapons are specific though, they're parented to a bone with a specific name so the weapon attaches to the biped rig in game. You could technically have a floating ball behind her, and it wouldn't need to be directly attached and can be imported as the same model.
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Wolfynsong In reply to SythenDesigns [2011-03-07 01:06:45 +0000 UTC]
Very cool, thanks for the insight.
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Soilworker06 In reply to Wolfynsong [2010-12-07 20:41:04 +0000 UTC]
Hi ! Thank you for the comment, i will try answer you, if i understand correctly your questions.
I modelised directly in low poly and in quads, i have converted it in tris at the end for the need of the challenge. But the engine convert it automaticly in tris, Quads are finally no more than 2 tris . An i think in fact Tris are the devil for those who works with smooth, tris are currently used on low poly models.
I hope i answered your question rightly and sorry for my bad english too
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Wolfynsong In reply to Soilworker06 [2010-12-07 22:54:48 +0000 UTC]
Not a problem. Thanks for replying! It does make sense that tris would only be a problem with high poly models.
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Prospass In reply to Soilworker06 [2010-12-06 20:50:06 +0000 UTC]
Γa colle vraiment parfaitement au concept de base, c'est trΓ¨s impressionnant.
Γa donne envie d'avoir une version temps rΓ©el sous la mains pour examiner dans l'dΓ©tail
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Soilworker06 In reply to Prospass [2010-12-06 20:52:21 +0000 UTC]
héhé merci, jsuis content que ca te plaise. J'avoue que ca me donne envie de jouer avec moi aussi, après tant d'efforts
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Prospass In reply to Soilworker06 [2010-12-06 21:05:49 +0000 UTC]
Huhu, en fait je pensais plus a quelque chose dans ce goΓ»t lΓ : [link]
Aucune idée de comment il faut s'y prendre pour uploader une mod' 3d de cette façon, mais je trouve ça très classe comme façon de présenter son taffe
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Soilworker06 In reply to Prospass [2010-12-06 21:12:43 +0000 UTC]
Ha oui excellent ! J'aimerais bien savoir comment c'est possible de faire ca aussi ... je vais essayer de me renseigner merci pour le lien.
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Prospass In reply to Soilworker06 [2011-03-04 12:03:40 +0000 UTC]
Bravo pour la Daily Deviation ^^
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Soilworker06 In reply to Prospass [2011-03-04 23:45:09 +0000 UTC]
Merci beaucoup ! ca m'a fait tout drΓ΄le de voir les 750 notifications en rentrant ce soir xD
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Prospass In reply to Soilworker06 [2010-12-06 21:15:41 +0000 UTC]
Huhu derien, c'est une crΓ©a de Sinok, sΓ»r que si tu lui pose la question il te rΓ©pondra volontiers.
Tiens moi au courant si tu y parviens
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