Tremulous Forum
Media => Modeling Center => Topic started by: {7}wrath on June 18, 2009, 05:22:30 am
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(http://imgur.com/trzcc.png)
(http://imgur.com/KKRFk.png)
(http://imgur.com/AdHXu.png)
(http://imgur.com/Bnxyq.png)
(http://imgur.com/IBn7B.png)
Crits plz.
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It looks old :(
Give it some teeth (or use less smoothing), make the body less round and add some real joints on legs.
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I agree. Looks kind of frail and bendy. Add in some teeth, a sharper jaw, and put some spikes on its joints. If the joints have spikes, it will make it more menacing and it it's legs won't look like play-doh. Besides that, excellent work, +1
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it looks like it is made out of chocolate. and is melting.
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It's also pretty good. Keep improving it!
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I think it needs more sharp, arachnid-style claws. And the bendings of the legs should be improved.
Anyway, pretty good job.
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The legs need to be larger and closer to the body and the body needs to be raised. like this: :tyrant:
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nice work i really like that head! prolly the jaw must be thinner to fit into the mouth when closed (well in the case if they ever close it, what i doubt)
sharpen those curves, so it will be less chocolated :-)
i dont know how zbrush works, but maybe its more easy if you make different parts like jaw, legs, etc separated and then mixing it together.
keep it evolving!
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What do you guys think of the claw elbows? I'm thinking of using the same technique for the leg joints, but I'm not sure.
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should be more segmented!
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Glamour shot / new jaw:
(http://imgur.com/ToX3f.png)
New back armor plates:
(http://imgur.com/uGvyh.png)
New claws, i scrapped the detail on the old ones:
(http://imgur.com/Fnx2x.png)
They are meant to look like Stannums:
(http://janvanderweg.com/pics/tremulous/ty_r_6.jpg)
Full Body Pic:
(http://imgur.com/yrBNX.png)
Crits as always appreciated.
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Starting to get there, but the legs need a lot more detail.
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Yeah, I'm saving the legs for last just cos I think they are going to be such a hassle.
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Better. Keep on that way ;)
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Needs pointy tail O:
Looks quite good.
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May someone put captures of an untextured original tyrant to compare?
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Here, I found a WIP shot of the "Big Mofo" for you guys to compare. http://err-overflow.deviantart.com/art/Big-Mofo-WIP-3-2605860
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It's good! To criticize, i have only to say that it is pretty bulgy for a terrible tyrant. The legs should be sharper and more clean cut. otherwise gj!
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My only problem is that the torso looks too human like...
Apart from that it looks awesome.
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Here, I found a WIP shot of the "Big Mofo" for you guys to compare. http://err-overflow.deviantart.com/art/Big-Mofo-WIP-3-2605860
Wow, texturing does a lot. Can't wait to see your final textured tyrant, must be great for wallpapers and things like that. Anyway, I think that the legs should be more like the claws ^^
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Tonight's update is on the chest and legs:
(http://imgur.com/G0Xn6.png)
UPDATE NEW PIC
(http://imgur.com/3WnLY.png)
worked on the chest plates some more, sharpened the legs, and fleshed out the arm plates.
Crits appreciated.
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Make the body less fat and add some spikes :P Good work so far tho.
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Do you think i should make the crest on the back of his head layered like the origional? or leave as is
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As is! the layers look dum!
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melted chocolate. seriously.
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I'm blocking out the forms before I add detail. My workflow is FORMS >> RETOPOLOGY >> DETAIL/COLOR >> EXPORT DETAIL TO TEXTURE
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melted chocolate. seriously.
So... What is this? http://err-overflow.deviantart.com/art/Big-Mofo-WIP-3-2605860
BTW nice update. I liked the spike on the elbow, could you add it? And the arms looking a bit more down? The posing in the original model was just perfect ;)
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A little before-and-after, just because I enjoy spamming pics so much.
BEFORE:
(http://imgur.com/drtF6.png)
AFTER:
(http://imgur.com/Iy09R.png)
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I though this spike to be more like an extension of the forearm, like the elbow joint was moved a bit foward, leaving a spike aligned with the forearm. That would look cooler to me :D
Anyway, I think this change has improved the model. Keep on this way ^^
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Keep in mind detail adds polys? ...Or how ever the Q3 engine renders things.
Tremulous already pushes the bounderies of Q3 as is. I prefered the beefier looking model at the top. Might just need abit of muscle definition and a skin. Could look great, keep it up.
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This definitely wont be used ingame as is, and only maybe if i retopologize it. Whats the average polycount for a tremulous model?
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http://bobbin.vilkacis.net/3D/dragoon.html (http://bobbin.vilkacis.net/3D/dragoon.html) and http://bobbin.vilkacis.net/3D/bigmofo.html (http://bobbin.vilkacis.net/3D/bigmofo.html) to give you an idea.
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Been distracted with mapping recently ._.
I'm fighting the perception of melted chocolate, trying to crisp up the edges a bit.
(http://imgur.com/jjqoa.png)
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much better! side/front view?
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Very little change in terms of side veiw:
(http://imgur.com/EO9I7.png)
And all I did in front view was ruin those perfectly good armor plates:
(http://imgur.com/CUeOw.png)
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Now legs look kickass, but it has hump on the back. Also, I <33333 his smile :)
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Looks great now! Needs textures!
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Very nice!
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I don't like the thing in the arm, everything else is almost finished to me.
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legs and back is cool, also the face!
upper body and arms should be more segmented?... eeeerrr... choppy?.....less chocolate yes :-)
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Nice work so far, if you're near done, I would advice on perhaps adding some more detail to the top and back of the head.
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(http://imgur.com/ZYwTz.png)
A chocolate tyrant! ;D
What do you all think of these new plates?
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yum yum can i have one! :tyrant:
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The neck and pectorals look to human-like for me.
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(http://imgur.com/MWgF1.png)
modified the pecs. crits appreciated.
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body area to tall ;)
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Looks great!!! ;D
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(http://imgur.com/TOBTg.png)
Still working on the neck & chest area to make it more alien.
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Wow nice. It looks like The Über-rant! :D
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Accentuate segments more maybe?
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Current incarnation is pretty dreamy (wait, what?). The chest plate almost
seems out of place to me in the last pic, but everything else I can get behind.
Kudos.
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When you texture this boy I think it will really become even better, as it will allow you to clearly see where there is armour, and where simply skin.
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How about some rounded armour plates around the arms - something like those on overflow's goon/rant hudmodels? My thoughts were that it'd need some substantial muscles to move those slashers, but adding muscle structure would make the arms look too human, whereas the rounded plates give a very "beefy" look while maintaining an alien appearance.
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More work on the neck:
(http://imgur.com/12D2y.png)
And started some plates on the arms, as requested.
(http://imgur.com/W6jkd.png)
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I want zbrush nao....
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It's rather costly, but if you can afford it, go for it! It has got to be the most elegant way of making 3D models that I know of.
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He looks like he is saying "LOLOLOLOLOLOLOL"
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I'm going to add teeth, hopefully that will dispel the impression of lulz.
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Moar work on chest, back, and neck:
(http://imgur.com/Uya0S.png)
(http://imgur.com/0vQJ8.png)
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his back reminds me of nutella spread on something :o
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I have begun the teeth!
(http://imgur.com/vyKVG.png)
An upper jaw full of them! I have a question for all of you: should I mess up the model a bit and make it asymmetrical and therefore more alien and scary? (If I do, it will be after all of the other edits.)
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I think you should... Asymmetry ftw!
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Nice teeth! I don't like asymmetry though :-\
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a very strong +1 towards asymmetry!!!
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Very cool model. Me likey much much.
Be careful with that asymmetry if you decide to go for some. It can make it look more natural but it can also make it look ugly if not done properly. As I see it, all pretty things have a kind of symmetry in them and if it's not reflectively symmetric it needs to have some other kind of pattern to it. For example you could have the messy irregular details of the skin very evenly spread and similar shape throughout (making sure to keep it small so as not to change the overall shape).
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Yay, nux commented on my thread! ;D
Thanks for the tip, I'll take asymmetry carefully.
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Now with lower jaw goodness:
(http://imgur.com/kUt9P.png)
And a full view, of all the cumulative progress:
(http://imgur.com/7yNo4.png)
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I think the tyrant would fall over on its face.. I don't see how the back could possibly support the front. The "torso" should be on top of the lower part, not attached in front of it.
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the back seems pretty heavy.
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Moose: I went from the assumption that the tyrant was not a centaur, but some sort of centipede thing that reared up on its hind legs.
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So you think after he is done fighting he will go back to walking on his front "arms?" First of all he would not be able to walk on those blades, and the structure of his upper torso clearly implies that the muscles were developed to hold his head up high along with the rest of the top of the body. I don't really see him chaging down to a centipede. Anyway, what I was saying is that currently it looks like he has 2 different body parts, the front and the back and they have been super glued together. The two parts should flow into each other better, preferably by the lower part of the back section coming forwards more to support him.
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I agree that it currently looks like he has two parts glued together, but the look I am going for is that of a sinewy, flexible creature. If you look at the most recent side veiw, you can see that the torso has a sort of an S-shaped bend to it. If it/he were inflexible, how would it eat it's prey? I was thinking that for the charge animation it actually would drop down on all 8 appendages, but I'm not sure about it now..
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excellect idea for the charge.
or... you can also reverse it, so if he charges it "stands" up to 6 legs, otherwise it is "crouching" to provide the almighty 400HP defense system.
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I thought it would make more sense for him to be standing up in combat. That way he would be more intimidating and it would explain the larger hitbox and slash height.
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slash range is for the huge asymmetcic bionic scythe :-)
well ofc charging should be more "safe" so it would be the "crouching" position so you are right.
i'd really enjoy if aliens would have different hp/speed/heal rate/etc while having different 'stances'. (=secondary attacks/wallwalk/buildings under construction)
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I've been working on sketching out the new polygonal structure:
(http://imgur.com/Nk8oc.png)
Experienced modellers, please don't heasitate to point out flaws in the flow. (I'm looking at you, Redsky.)
EDIT:
do you think this is too highly detailed? (too many polygons already?)
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(http://imgur.com/Czb4O.png)
Way too many polys, I know. It probably never will get into Tremulous (On ioquake at least..)
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Looks nice. ;)
The legs, though, still look like they need to be more jagged to fit with the arms.
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I think that tremulous should use a more powerful grafic engine like the Xreal porting of Tremfusion...
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. . .
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Cool!
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(http://imgur.com/7yNo4.png)
I'm really liking how this looks. :D It made me want to mess around with it.
(http://img33.imageshack.us/img33/4272/tyrantexperiment.png)
It's just a quick edit but it might give you some ideas. :]
I don't actually think the sharper head or the belly on my edit is better, just different. You might want to try spreading the front legs slightly (like I've done) to make it look like they're supporting more weight.
Keep up the cool work!
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I am here to prove to you that progress is indeed taking place:
(http://imgur.com/QgNe1.png)
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I am here to show you that encouragement is indeed being given!
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toothless old tyrant telling stories to all the little dretchies in base.
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Yep, I removed the teeth for the retopology. (Jeez, I need to stop replying and start working!)
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Coming along nicely...
(http://imgur.com/E0uLn.png)
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amazing rant/but is the poly count low enough for trem,if not be cool to make animated short for trem!
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That was exactly my plan, actually.
The polycount is far to high for trem. The head as it is by itself has about as many polys as the entire ingame rant.
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Who says you can't decimate the final model to get it under the 1000 poly limit? Keep the high-poly though, for when something does happen with the renderer.
What you can do as a demo is modify the maximum poly count for models in the source code. It would be cool to see a high-poly model in a q3 engine. Make sure you enable specular lighting for extra effect..
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Actually it is a 1000 vertex limit, the triangle limit is at 2000. This can be easily increased to a higher limit, it's possible, but a bit more complicated to make this limit dynamic, but if you use a >1000 vertex model this will kick everybody that uses a standard client out of the game....
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no i think you should make an animated short based of "the harder they fall" story pick a chapter and run with it
Actually it is a 1000 vertex limit, the triangle limit is at 2000. This can be easily increased to a higher limit, it's possible, but a bit more complicated to make this limit dynamic, but if you use a >1000 vertex model this will kick everybody that uses a standard client out of the game....
make new client!
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I don't think that model would be playable except on very good computers :/
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At the moment I am about halfway to the vertex limit, then.
What is decimating and how can I do it?
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Actually it is a 1000 vertex limit, the triangle limit is at 2000. This can be easily increased to a higher limit, it's possible, but a bit more complicated to make this limit dynamic, but if you use a >1000 vertex model this will kick everybody that uses a standard client out of the game....
That's why its a demo, to take screenshots and post them here.
At the moment I am about halfway to the vertex limit, then.
What is decimating and how can I do it?
In Blender, it is the function to reduce poly count while keeping the desired model look. You can decimate your model and it will look low-poly, but it will otherwise look like your original model in terms of geometry.
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Though it's generally a better idea to use multires meshes (http://www.blender.org/features-gallery/feature-videos/?video=sculpt_two), so that a low polycount model for in-game use and insane polycount models for fine details and renderbaking, etc. stay in the same source file.
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Can't you also use the high-poly model to generate normal maps for the low(er)-poly model ?
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Yes, that's usually a part of renderbaking.
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(http://imgur.com/zv5RC.png)
Have a tyrant bust!
It's just below 600 verts at the moment, and 1064 tris.
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(http://imgur.com/idNhb.png)
Working on the chest plates...
...Who am I kidding, nobody is interested anymore, are they?
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It's nice seeing the progress, but replying to the same thread over and over saying the same thing is tiresome. :D
Looking good so far. :)
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Well at the moment I'm wondering what you are trying to do :P
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Low-enough poly model for use in tremulous.
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Great model - i'm jealous ;)
Don't give up, it might become something very interesting after all you'll gain great deal of experience and get something for your portfolio (in case you need it).
I'll dare to give you little advice - after you've done baking normals (also spec. and diff.) maybe you should paint this model and put some rendered wallpapers. I am sure that many people here would like to have one (just make sure you put them in general discussion), at least i know i would.
god-speed, {7}wrath
To all blender users: making lowpoly from highpoly is easy to do with retopo tool. In my opinion it much better than using lowresolution model - of course you would, very much, have to remodel the whole thing but for games you'll need rather triangles than quads (which are used for correct mesh resolution changes - hence are better for sculpting).
sorry couldn't help being such a smart ass
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Yay, Redsky commented on my thread! The only way this could get any better is if Stannum commented!
A leetle improvement:
(http://imgur.com/wjPf7.png)
CHEEAAARRRGGE
(http://imgur.com/92rwk.png)
How many people here would buy 3D prints? I might be making some as well as desktops, etc.
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Yay, Redsky commented on my thread! The only way this could get any better is if Stannum commented!
Don't push it, he's very busy editing posts.
Nice charge, though the head looks too big for the body.
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(http://imgur.com/5235Q.png)
Too fat?
Also, who is interested in 3D prints?
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That does look a bit too chunky. :P Head looks great though.
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(http://imgur.com/LHaik.png)
(http://imgur.com/uQwbt.png)
Subsurface scattering!
Blender is so much fun.
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WOW!!! :o
Nice work you got there.
Keep up the good work. (I shure as hell can't do that)
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nice model
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Moose: I went from the assumption that the tyrant was not a centaur, but some sort of centipede thing that reared up on its hind legs.
They should walk like that. ;D
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(http://imgur.com/TahNa.png)
(http://imgur.com/Q14aj.png)
(http://imgur.com/zjSxa.png)
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???
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New dretch model. Obviously nowhere near completion.
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The mouth makes it look so ghostly. :D Needs moar mandibles.
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Needs moar legs! ;)
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haha, that's awesome. it would really look good with wings. :D
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mandibles
legs
wings
Pls to be finishing rant b4 dees gnu model
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mandibles
legs
wings
Pls to be finishing rant b4 dees gnu model
Well if we want it too look wonderful like that, we have to keep it without those things, so the engine can handle the poly count XD
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mandibles
legs
wings
Pls to be finishing rant b4 dees gnu model
Well if we want it too look wonderful like that, we have to keep it without those things, so the engine can handle the poly count XD
It's already past the limit.
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I'm gonna scrap the rant and restart because the topology was a hellbent monstar.
I'll be making an uber-creepy sent of fangs inside that mouth.
Legs are planned as well :]
As for wings, I might make a flying alien model to go with the rest of mine just for all the fanatic modders >__>
EDIT: gimhael said there was some way to surpass the polycount using multiple textures and shaders. Tutorial pl0x.
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(http://imgur.com/AHQP4.png)
Much better topology this time around. Probably gonna go over polylimit, but I'll use multiple shaders or find other uses for it.
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Harvey Dent...
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(http://imgur.com/0jC5R.png)
Eyes! :D
Only a tiny update, but I thought you guys might appreciate it.
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*applause*
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(http://imgur.com/0jC5R.png)
Eyes! :D
Only a tiny update, but I thought you guys might appreciate it.
How would you implement non flat textured eyes (eg yours with round fully circled in game with out it going hay wire with the poly count?
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do you mean how would I get the specular highlights in game? I think there's a shader for that, but truth be told, I have no idea.
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He's asking how come the eyes look perfectly spherical as opposed to looking polygonish.
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Oh, yeah that won't be in the final. I just subdivided them a couple times to look neat.
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Personally I wouldn't bother making the rounded at all. Just a flat surface with a decent texture can give it a fine apperience, and really those things are so small nobody will be starring at them, and it will likely save you a fair amount of polys to work with.
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I often stare at other grangers' eyes. They are quite starry. :)
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Well, as this model will probably never get into Tremulous anyways, I thought I'd make it as perdy as possible. Maybe if some upgrade to tremulous ups the polylimit, it will be added, but I'm not counting on it. Probably it will be used for comics, animated short films, wallpapers, etc. EDIT: on second thought, I'd do my best to get it into tremfusion if they upgraded to Xreal.
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IIRC, xreal in tremfusion is not what xreal is now. It is evolution quake 3 port of xreal which is quite out dated.
on topic:
You may consider adding levels of detail to the mesh; low, medium, and high.
You already have the high resolution But it is not optimized yet, as far as I can tell.
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I have no idea how to do that. Can you give me links to some tutorials? I'm actually quite new to using 3D models for games - meaning LOD, texturing, animation and rigging are all beyond me.
Anyways, have some teeth!
(http://imgur.com/b4CB0.png)
(http://imgur.com/8bI5F.png)
(http://imgur.com/vFMVX.png)
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I am not a modeller but this looks nice:
http://developer.valvesoftware.com/wiki/LOD_Models
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Cool you should model for 2.0 if if there will ever be a new engine
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when i'm thinking about dretches i always wonder about the obvious ingame question: why on earth they do like 96 HP max damage?
not to mention to compare it to other classes.
keep it in mind!
also you can compare it to any damage human weapons can cause.
so a dretch bite should be looking as lethal as possible, and the design should show how this cat-sized being is able to achive this!
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I'll make the teeth longer. They should latch on to human faces and drive their teeth up through the soft spot under the human's chin.
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heyo,
i thought i'd share some ideas about mouths that i find menacing
worms from dune and beetlejuice (the beetlejuice ones are a little goofy in some ways though)
http://www.strangehorizons.com/2001/20010122/sandworm2.jpg
http://moviejpegs1.tripod.com/sitebuildercontent/sitebuilderfiles/Sand_Worm.jpg
a lamprey
http://blogs.sciencemag.org/origins/lamprey240.jpg
something like the mouths from the aliens in Alien might explain high damage
http://dotancohen.com/images/alien_mouth.jpg
in AvP2 (maybe in part 1 too, but i haven't played it) there was a skull bite that was fun and kind of intimidating (there was a special crosshair when you could activate it and the victim's view would go to third person as they watched their character get bitten)
the first thing that came to mind was actually something similar to the lamprey mouth but with tiered rows of teeth that look like concentric circles from head on. also, the ridges holding the teeth would be somewhat visible and possibly rotating independently of each other. (<-- probably way too much detail for something small like the dretch's mouth but i thought i'd share what was on my mind)
... but i couldn't find a picture of that and couldn't remember if i'd seen it somewhere before
anyways, i like all the pictures you posted in this thread. everything looks really nice.
i just thought you might find these ideas helpful elsewhere if not with the dretch.
big sharp teeth work for me ;D
thanks for reading
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Tiny necro here, just stumbled on this. It's very good work wrath, you should keep going with this man.
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It's very good work wrath, you should keep going with this man.
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I'm a bit busy getting ready for school to start up again. Next break, for sure!
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I'd love to see even the old rant as a file i can use in my game! It would be awesome for lan club in the fall
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I scrolled up, saw snb, and cringed horribly. :police:
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snb?
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snb?
http://tremulous.net/forum/index.php?action=profile;u=4170