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View Full Version : Nightsaber Priss Model :: Maya


strick9
03-24-2003, 12:25 PM
Hi everyone,

This is my second 3D model. I know a few people have already modelled Priss on the board so I apologise for that. It still needs some tweaking before I unwrap the UV's and start working on the textures. Comments and Critiques welcome. Sorry about the crappy wireframe grab, I was unable to get the WireData Plugin to work correctly.

http://www.jenovahproject.com/priss/ns_01.jpg

http://www.jenovahproject.com/priss/ns_02.jpg

strick9
03-24-2003, 12:27 PM
Here's the wire:

http://www.jenovahproject.com/priss/ns_13.jpg

Close Up:

http://www.jenovahproject.com/priss/ns_11.jpg

iBlue
03-24-2003, 05:43 PM
very cool, youve done a very clean dob with the wireframe. Cant wait to see you texture it :beer:

l-a-akira
03-24-2003, 08:31 PM
looks pretty good.

Isn't the breast plate split inbetween though? I think it also needs to be indented a bit more.

Zmaster
03-24-2003, 08:38 PM
like the style

DAbuel
03-24-2003, 08:55 PM
strick9 Like the Model! Very detail and Clean modeling Cant wait for the texture! I give you 2:thumbsup: :thumbsup:

strick9
04-10-2003, 09:06 PM
Hi,

I haven't been making much progress on my model, but I did get some really early texture work done on the priss model. I am trying to learn nurbs for awhile, but I decided to get back on this till it's done.

This is my first attempt at really texture editing and painting. I have not edited the UV's below the chest yet so please forgive the whacked out grid. :p

I tried to make Priss look very battle scarred lots of grease and dirt and stuff. Let me know if you have any suggestions. Thinking of making the goggle area a lot more reflective so it stands out more.

Thanks for looking :thumbsup:

http://www.redrival.com/strick9/ns_texture_02.jpg

XD-0608-U
04-10-2003, 11:27 PM
I love the model you've got going! Maybe a little too much battle scars? Although it could feel that way cause of the black background though. Any way just thought I'd say cool and can't wait to see it finished.

:beer:
-XD

l-a-akira
04-11-2003, 06:17 AM
looking cool! I dunno but something about the coloring on the helmet makes it look like cloth or waves or something other than metal. It might also be that your specular hit in that area is too clean in contrast to the diffuse map.

Kralle
04-11-2003, 06:59 AM
I lovethe model,
and the texture looks confincing.
The model reminds me of Xenosagas character style, like KOS-MOS ( a character)

anwayas,
i dont think the dirty texturing fits with the model, it should be something light blue, or really dark and shiny, like in a spandax suit, or black leather,
that way she'll look more mysterious, like a ninja, or something.

But anyways, enough of the nagging,
i think it looks great so far.

strick9
04-11-2003, 01:43 PM
Hey Guys,

Thanks a bunch for the feedback.

l.a.Akira. Good call on the helmet. It's caused due to one of the Photoshop overlays on my helmet texture. I pulled it off and it looks a bit better now. Thanks for that one. :applause:

Kralle, Thanks for the feedback. I plan on doing a cell shaded version also with a much cleaner look to it. I'll post some updates asap. Also I saw in another thread you were learning Wings 3D. I recently just started learning it as well. What are your impressions on it so far? I am really liking it. :thumbsup:

Maximus Groff
04-11-2003, 01:53 PM
wow.. dirty textures ?

dunno, but the agressive texture with a clean and peaceful model dont mix..

IMHO this supposed to be an 'angel' kinda like robot... :)

strick9
04-11-2003, 02:12 PM
Maximus: Yeah nobody seems to like the dirty Textures cept me :p

But this is only my second model, my first one I did Super Mario didn't really have any texture painting, and painting "clean" metal didn't seem as much fun. I really wanted to try some texture painting in photoshop, and play around with things like bump mapping and stuff. which I think Is why I went overboard with the dirt. I will do a toonshaded version that will be more faithful to the anime, and squeaky clean
:thumbsup:

Vash T Stampede
04-11-2003, 02:43 PM
Love dem Gals. are you gonna make he rest of the team..?
god work:thumbsup:

mechadrone
04-11-2003, 03:40 PM
that's the best i've seen priss look as far as the textures go. it actually looks as if she just got finish kicking the piss outta some boomers. great work on the textures.

Stimpy
04-11-2003, 03:57 PM
sweet looking model. and i really love the textures you put on her. will be interesting to see her realistically textured rather than cel shaded...

strick9
04-11-2003, 04:03 PM
Hey man, Thanks for the comments about the textures. Now I am super stoked to get home from work tonight and get back to work on this again. :buttrock:

Maya Ayanami
04-21-2003, 09:49 AM
where is the textured model. I dont see. it.


are you sure that is only your second model

strick9
04-21-2003, 02:58 PM
Maya Ayanami, It is the early textured version not showing up for you? I put that on a free account that might have expired. Also It is my second model I have done, not counting the standard tutorials from Maya 4 fundamentals book, and a few of the noob web tutorials.

Also just a quick update I finished texturing Priss last week, however due to the Easter holiday I was not home to do any renders this weekend. Tonight I am gonna do a few renders of the completed textured model. I'll post them up for feedback asap. Then i am gonna rig her up so I can put her in some more interesting poses.

mixed
04-21-2003, 04:57 PM
very nice modeling here, cant wait for the textured one, that will definitely make or break this model. :) will be looking forward to more updates.

Maya Ayanami
04-22-2003, 04:27 AM
weird now it works.
there is only one right.

you know. you are very talented.

so far the textures look great. but have you only done the texture for the color channel. it looks to my like you are trying to get that greasey look. well that is what it looks like. I dont mean to be rude but you should make some areas look a bit cleaner maybe like car paint. but with the kind of abuse those suits go through I wouldn't be surprised if they would look like that.



you know. I have always wondered how those girls see through those tiny goggles. or do they just have a big display inside their helmet to look at.

it'll be really cool once you finish up those textures and put her in some poses.


and did you mention what software you use

strick9
04-27-2003, 03:45 AM
Well, It has been awhile but I finally was able to upload these updated images of a texture mapped version of Priss. Overall I am more happy with the learning experience of this texturing process rather then the finished result. I decided early on to go with a very dirty, scarred outer shell because I thought It would be a bit more fun to paint. I am not sure it was the best choice however. I am going to rig this up tonight so I can play around with it in motion builder. I also want to render out some action poses. I think I will go with more stark lighting like in the early texture render posted on the first page for the action poses. I also have to pull the second set of bullet holes of the area above either knee as it looks repetitive. Shame on me for copying the layer :shame: Anyways comments and critiques always welcome, and thanks for looking!


http://www.jenovahproject.com//priss/priss_012.jpg

http://www.jenovahproject.com//priss/priss_013.jpg

strick9
04-27-2003, 03:48 AM
Here's a couple more:

http://www.jenovahproject.com//priss/priss_017.jpg

http://www.jenovahproject.com//priss/priss_014.jpg

Maya Ayanami
04-27-2003, 05:03 AM
You forgot to model something on her foot.

is that model 1 peice of mesh or are there multiple peices.


the textureing isn't all that realistci but it is well done. did you uv map it.

you should put a line on the top of her helmet where it opens up

Maya Ayanami
04-27-2003, 05:17 AM
her is the foot pic.
the stuff that your missing.

they are those exploding things. the same as on her hand

Stimpy
04-27-2003, 01:51 PM
looking good so far, but it seems to me to be a bit on the specularity. unless its supposed to be brushed metal i would maybe go for some sharper highlights...

secretasianman
04-27-2003, 02:07 PM
never could understand how the hell they could walk in those suites.
the position of the feet in the shows are rediculous.
it's like wearing mega high heels in battle.

oh yea by the way, meee likes:bounce:
ya got skills (umm not sure, but i think your a girl :D , was going to say something without knowing for sure.)

if your only really begining, then i can't wait to see how your stuff progresses through time.

strick9
04-28-2003, 12:40 AM
Thanks for all the responses, and comments.

Maya Ayanami: The model is one mesh. Looking back now as I am currently weight painting in Maya ( arrrgh does anybody know a better way? ) I wish I might have done some peices seperetly, but at the same time I am unsure how you would get the two meshes to move together in animation. Parent? group? combine polys? It is UV mapped by the way. As for the line on her helmet, I would have loved to have added that but I am trying to figure out a nice way to do fillet-like cutting with polys, if that's even possible? anybody know, or you just keep going with the split poly tool till it's just right? As for the foot things yeah I was torn on those on my reference they were there on others the weren't visable. I modeled a test version where I had the kinda popping off the shins like the knobs on the hands but it looked incorrect. I think a circular fillet woulda worked , but again I have not figured that technique out yet. Thanks!

Stimpy: Yeah some more spec is definetly something I will implement when I render her action poses, it does look a little too dull. Thanks!

secretasianman: Yes walking let alone figting would be pretty damn hard in those suits. Thanks for the comments!

BiTMAP
05-13-2003, 04:15 AM
the improvement over your first model to this one is astounding! You have great skills in almost all of the areas so far it seems :D. Your texture is great, accept perhaps it is TOO diverse, the areas where it almost goes black near the joints seems too overdone... other then that its amazing :D

Praetus
05-13-2003, 04:51 AM
I am impressed. The model seems to be really well done as far as your construction and I really like what you did with the texturing. Whenever people make anything mech looking form anime they make these super clean looking models. I really love the way you made the Hard Suit look beat up for this. I contemplated making one before and instead made Eva 01 which I later gave up because I couldn't get the "dirty" look I wanted. I give you major props on this model. I likes it!

strick9
05-13-2003, 04:52 AM
Bitmap, Thanks for the words of encouragement. I really appreciate them! I agree about the textures being too overdone in areas. I think I went a overboard in areas that I didn't need to. I've got a cell shaded version, but haven't posted any images yet. I am also doing some animation tests in MotionBuilder, but am running into all sorts of problems with the way I weighted this rig. I made a big error in not building the armor plates individually, and I am getting all sorts of weird bends in the model. Maybe I can hide them with some tricky camera work ;)

Thanks again!

Maya Ayanami
05-13-2003, 06:17 AM
strict9:

cool so are you planning on showing us these so called cell shaded renders. cool cant wait to see your creation in action.
so when do you think you'll be ready to post some more updates. Im not russing you know.


Praetus:

damm. i cant beleive your tried to texture Eva unit 01 cause there's now telling what parts of her are metal and what parts arnt. i'll be really hard to get a nice one.

Joel Snider
05-13-2003, 06:51 AM
:wavey:

that's one continuous mesh? :surprised . . . hmmm the way i have done robot-esqe animation before i had the different pieces as separate geometry and parented those pieces to the joint they would rotate around.

But with this since it is a human in a mech suit . . .parts of the model would be smooth bound while other such as armor and finger joints would be parented to joints . . while the black suit inbetween the metal finger joints would be a smooth bound mesh.

Though I am certaintly not an expert on this and I am sure somone might have a better solution. :shrug:

But I think as it is you will probably have to break apart the mesh at least to have the armor pieces as separate geometry, cause I don't believe an overall smooth bound is gonna cut it. :shame:

Also I think it's overall to shiny >>> even the beat up areas are reflecting light as though they were brushed metal . . . you should make a spec map if you haven't already.


I like it though, Priss is my fav . . :xtreme:

it will be nice to see some action poses! :D

:wip:

strick9
05-13-2003, 07:37 AM
Praetus: Thanks for the compliments on the model :)

Maya: I am hoping to get some stuff uploaded by Sunday. I have all week off to work on the animation, and a Darklord model I am working on.

Joel Snider. Unfortunatly yes it's one mesh :hmm: This was my sophmore attempt at the whole process, going in I thought it would be best as one mesh, because that's how I did my first model. Boy was I wrong. It's not as bad as it seems, The main areas that are a bit jacked up during animation are the knees, which i sorta fixed with influence objects, and the shoulder armor, which tends to react in bad ways. In the future I will definetly plan ahead better :thumbsup:

I agree with the shiny comment also. Will play around with my setting to try and fix that.

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