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Making a Person
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Aethox
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Joined: 03 May 2008
Posts: 5

PostPosted: Wed May 07, 2008 4:05 am    Post subject: Making a Person Reply with quote

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. Wink

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. Laughing

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? Wink
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
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Joined: 03 May 2008
Posts: 5

PostPosted: Wed May 07, 2008 4:13 am    Post subject: Reply with quote

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
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Wed May 07, 2008 6:37 am    Post subject: Re: Making a Person Reply with quote

Hello and welcome Smile

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. Laughing

Laughing

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? Razz
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Nocturn
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Joined: 08 Aug 2004
Posts: 635

PostPosted: Wed May 07, 2008 8:26 am    Post subject: Reply with quote

Yeah it looks pretty good! I'm hiding myself in the dark corner of my room when it comes to character modelling Laughing

Btw. Welcome!
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Wed May 07, 2008 8:29 am    Post subject: Reply with quote

I think you have a great start there. Keep going.
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Wed May 07, 2008 11:16 am    Post subject: Reply with quote

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 Very Happy
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed May 07, 2008 4:31 pm    Post subject: Reply with quote

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
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed May 07, 2008 4:47 pm    Post subject: Reply with quote

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
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Wed May 07, 2008 5:30 pm    Post subject: Reply with quote

I want to add the magnet tool working with a random selected point of the mesh, not only vertices.
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santutatu
DeleD PRO user


Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Wed May 07, 2008 6:00 pm    Post subject: Reply with quote

Great work there! Wink

Mmm...I'm not sure about that question Jeroen, but I agree with Mr.Fletcher
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed May 07, 2008 6:38 pm    Post subject: Reply with quote

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. Smile 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

PostPosted: Wed May 07, 2008 6:49 pm    Post subject: Reply with quote

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

PostPosted: Wed May 07, 2008 8:14 pm    Post subject: Reply with quote

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. Smile 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

PostPosted: Wed May 07, 2008 9:42 pm    Post subject: Reply with quote

couldn't resist Razz :



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.
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elementrix
DeleD PRO user


Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Wed May 07, 2008 10:55 pm    Post subject: Reply with quote

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
Embarassed

C&C are welcome.
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