View Full Version : Tallgeese III (Gundam Wing: Endless Waltz)
TallgeeseIIII 01-28-2005, 11:06 PM hey, i made this several months ago, it was more or less a test of my skills at the time. took about a week or so. it's over 11k polys and has 10 1024^2 maps (5 regular, 5 bump) and 2 256^2 maps (a lot, yes, i'm going to slim it all down once i find a use for it) hope you like it, c&c are welcome but i may not take them since i made this a while ago.
it's a model of the Tallgeese III from Gundam Wing: Endless Waltz http://img.photobucket.com/albums/v231/TallgeeseIIII/tallgeese3x.gif
http://img.photobucket.com/albums/v231/TallgeeseIIII/beauty.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/front.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/back.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-front.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-back.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/mega-open.jpg
never did do the shield. again, i'll probably make that if i ever find a use for it.
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TallgeeseIIII
01-29-2005, 05:42 PM
Almost 140 views and no replys? is it because i'm not well known or what?
Confracto
01-29-2005, 07:32 PM
you managed to catch the likness well enough, but in all honestly, I really can't beleive that what I'm looking at is that high poly, and has that may texture maps.
from the pictures you've given me, I can't even tell whether there are bump maps, and the complexity of the textures themselves could probably be toned down to 1 or 2 1024 maps without noticing a visible difference.
I'd like to see a wireframe view, but right now I wouldn't have guessed it at being anything over 7000 polys, not the 11000 it is.
and I'd put him in some kind of pose at least, I can't even see his hands. and that's what gundam is all about, giant mechs in cool poses! :D
shoujoboy
01-30-2005, 02:35 AM
It looks very nice.
BananaSalat
01-30-2005, 10:53 AM
This amount of detail you have there can easiely put in 1 1024x1024 map.
And the texture really needs some work, like dirt, scratches, and so on.
ladencrown
01-30-2005, 02:46 PM
I agree with Confracto and BananaSalat - the way you have it built, this is a fairly simplistic, inorganic model, and there's no need for such a high poly count and texture amount. One thing you could do to justify your poly count would be to follow the reference art more closely. One of the appealing things about this mech is the general lack of hard edges. Looking at the concept, the sharpest angles are found only in the weapon, hands, and middle torso. Your model, however, is fairly boxy all over - compare the shoulders, feet, and upper leg/waist area. If you used some bevels to soften edges, and curved some of the surfaces more obviously, it would closer match the look of the original. Texture-wise, you don't have a lot of detail work, and gradients tend to be just as effective on lower res maps. If you find that your textures aren't giving you the lighting you want, you can always add vert coloring to areas of higher contrast.
TallgeeseIIII
01-31-2005, 02:28 AM
well you're all completely correct, the only way i can really justify it is because i made most of the moving parts, as you can see here: http://img.photobucket.com/albums/v231/TallgeeseIIII/verniers1.jpg
also that picture isn't what i used for the concept, i actually have a 1/100 scale action figure of this thing and it itself is much boxier than that drawing leads you to believe. (i like how it looks in that drawing better but i didn't model it to that, soo....)
anyway, i went back and checked my polycount and i had it wrong, it's 11k with the megacannon, the Tallgeese itself is only 7350, now, onto the issue of textures. for these renders, i turned radiosity on, and put in a skylight, it makes the mesh look nice but basically kills bumpamps, so you can't really see them except where it lights up the areas where they're supposed to be. on that note i probably should have made the bumpamps 256 or 512, instead of the whole 1024, that much detail isn't really necessary. and because i was making this as an art test, without an actual purpose i had this "spare no expense" attitude where when i started i believed i'd need detailed textures, and i ended up just doing metal and grooves most of the time. i made this back in september before tribes vengeance came out, i thought i might put it in that, and it uses seperate damage textures. so i didn't put any scratches on because i figured it would just get more destroyed as it took damage. i eneded up giving up on that. soo now i have this clean, overly textured model.
also, i'm a very bad texture artist, i'm not too bad at modelling (i think... i probably am but there's only one way to get better!) but textures.... eeeyaaaah. i need help... so there's my list of excuses....
EDIT: oh, and one more thing, the arms are actually inside that piece because i was putting a biped in it. i got lazy and didn't finish the fingers, once i finally finish doing those, i'll make some cool poses.
yeluis
01-31-2005, 04:49 AM
I agree with a lot of whats been said here. even if thats not 11k on poly count your 7thousnad and something is still pretty hgh for the detail that you are showing on the model.there are no wires herefor its hard to tell how you used those polys. also thats the most amount of maps ive ever seen aplyed to such a simple character. textures need to be dirtied up, or if your not going to put the detail in the texture, than really kill all those maps you have and stick to one 512 map tops.
Now putting advanced lighting to make the model look nicer isnt bad at all, just play around with the settings so your bump doesnt get killed. once your done id probably bake the textures and show a screenshot of the viewport instead of a render since in a game what you see in the viewport is most lkely what your going to get.
refining this model should make it look as a more "solid" piece of work
TallgeeseIIII
01-31-2005, 06:03 AM
http://img.photobucket.com/albums/v231/TallgeeseIIII/front2.jpg
http://img.photobucket.com/albums/v231/TallgeeseIIII/back2.jpg
makes bumps a bit clearer.
Confracto
01-31-2005, 05:30 PM
the bumpmaps look pretty cool actually, now that I can see them ;)
and yes, I've discovered that global illumination and bump maps don't mix.
I had assumed that you had made the boosters inside, but the look pretty cool anyway!
my real problem with it is how you have the forearm cylinders with WAY too many polys on them, and the boosters are practically square to a fault, ...it would be nicer if they had a bevel on them.
as far as your boxyness excuse from referencing the model, I don't buy it
I'm looking at my 1/144 tallgeese II and it's WAY rounder and smoother.
it also looks like you need to work on smoothing groups alot.
chyv1083
03-14-2005, 09:37 AM
Im trying to also model this character. Anyone know where i can find some blueprints on this or any other gundam model? PM me if so. Thank yoiu
the_podman
03-14-2005, 04:08 PM
You did an excellent job there! I think it looks very acurate. If you wanted to reduce the count, one of the things you can do is take some renders of some flat surfaces with "modeled" detail and use the rendered image as part of your texture sheet on a less detailed version. Sometimes I do this instead of painting everything.
However, as you say, their are lots of movable parts so maybe you don't want that.
-pod
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