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Aethox Member
Joined: 03 May 2008 Posts: 5
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Posted: Wed May 07, 2008 4:05 am Post subject: Making a Person |
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On April 30st, I heard the word 'DeleD' for the first time on youtube (Thank you Bazeegamer). I had been looking for a 3D model editor for a game I will eventually start making on the Realmcrafter engine... so I searched for it.
...And after some rigorous trial and error, I eventually spelled it right.
I made weapons, houses, stairs, but mostly mistakes. Thanks to the wonderful tutorials available on the site, I was able to get to where I am today... still a total model noob.
And it was then that I decided, "I need to make a person." Why not? I mean, if elementrix can do it, and granada hates it, why can't I?
Well, lots of reasons. But I decided to anyway, and here I am. 10% done.
Enjoy my attempt at feet. Suggestions, constructive criticism, harsh criticism, and compliments are welcome!
Lovely aren't they?
The poly count is 1348 right now, clearly not trying too hard to keep it low poly but once again, feel free to help me out! |
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Aethox Member
Joined: 03 May 2008 Posts: 5
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Posted: Wed May 07, 2008 4:13 am Post subject: |
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Oh by the way! Help with the Realmcrafter engine would be wonderful! It confuses me to no end, and I am yet to start anything significant on it.
The most helpful input in this case would begin with phrases like this...
"Well, the first thing you wanna do with Realm Crafter is..."
or
"Start in the _____ section, and pick your _____s for later"
or
"You purchased Realmcrafter and don't know how to use it? How stupid! Well, anyway, here's what you should do first..." |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Wed May 07, 2008 6:37 am Post subject: Re: Making a Person |
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Hello and welcome
Aethox wrote: |
Thanks to the wonderful tutorials available on the site, I was able to get to where I am today... still a total model noob. |
Well, character modeling is still one of the hardest things (especially with DeleD) and I have no experience there either ... so I suggest you just continue and we'll see how far you get? _________________ Behold! The DeleD Wiki! Please help us expanding it
DeleD on IRC |
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Wed May 07, 2008 8:26 am Post subject: |
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Yeah it looks pretty good! I'm hiding myself in the dark corner of my room when it comes to character modelling
Btw. Welcome! |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Wed May 07, 2008 8:29 am Post subject: |
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I think you have a great start there. Keep going. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Wed May 07, 2008 11:16 am Post subject: |
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Yeah that's a very good start, but as you said yourself the polycount is far to high. try not to smooth you character. You could use a 5 side cilinder for the leg, and with some good Uv-mapping you can make it look as smooth as one with 20 sides.
but keep going and we'll see what you'll get out of it _________________ Chickens RULE | www.elementrix.nl |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed May 07, 2008 4:31 pm Post subject: |
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What kind of geometry tools do you guys need to create characters?
Remember, animation won't be that interesting if we can't create characters more easily within DeleD. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed May 07, 2008 4:47 pm Post subject: |
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Jeroen wrote: |
What kind of geometry tools do you guys need to create characters?
Remember, animation won't be that interesting if we can't create characters more easily within DeleD. |
Smooth normals (even more so than with normal level gemetry).
Groups.
Smoothing groups.
More precise vertex selection on dense meshes.
Possibly soft vertex selection.
The ability to cut into a mesh.
NON LINEAR animation. _________________
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Wed May 07, 2008 5:30 pm Post subject: |
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I want to add the magnet tool working with a random selected point of the mesh, not only vertices. _________________ Behold! The DeleD Wiki! Please help us expanding it
DeleD on IRC |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Wed May 07, 2008 6:00 pm Post subject: |
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Great work there!
Mmm...I'm not sure about that question Jeroen, but I agree with Mr.Fletcher _________________
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed May 07, 2008 6:38 pm Post subject: |
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Mr.Fletcher wrote: |
I want to add the magnet tool working with a random selected point of the mesh, not only vertices. |
That would rock. Modeling would be more like sculpting that way. It would, however, mean that lots and lots of additional vertices and polygons would have to be added to the mesh surrounding the spot that was clicked. I wonder how to determine the new geometry for this.... |
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Wed May 07, 2008 6:49 pm Post subject: |
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Applications like Zbrush, Mudbox or Sculptmesh are using Nonuniform rational B-splines (NURBS)
It's tricky to find a good result between "gigapolygonal" and high-polygonal looking lowpoly models. |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Wed May 07, 2008 8:14 pm Post subject: |
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Jeroen wrote: |
Mr.Fletcher wrote: |
I want to add the magnet tool working with a random selected point of the mesh, not only vertices. |
That would rock. Modeling would be more like sculpting that way. It would, however, mean that lots and lots of additional vertices and polygons would have to be added to the mesh surrounding the spot that was clicked. I wonder how to determine the new geometry for this.... |
That's what I thought while coming to see the replies xD _________________
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Wed May 07, 2008 9:42 pm Post subject: |
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couldn't resist :
maybe we could make this the next EM: characters! (just as a try as almost no one does it)
EDIT: ohh and it's 42 poly's per leg, so 84 for both. _________________ Chickens RULE | www.elementrix.nl |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Wed May 07, 2008 10:55 pm Post subject: |
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did this in an hour: (polycount: 348, but it can still use some optimization, I want to get the tris below 500, which is now 538)
PS. sorry for hijacking your topic
C&C are welcome. _________________ Chickens RULE | www.elementrix.nl |
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