View Full Version : WIP:Doctor Biohazard Suit
CodeVeroby 02-18-2008, 05:48 PM Ok ,so far I have taken on personal projects WAY beyond my level of skill (not knowledge) ,this time i'm going to kick it slow with a very nice artwork I found online ,first I'l model the gun and then the actuall man ,hope this works nice ,I really need alot of support and critics for this to succeed so there I go !
Alright ,first up the reference image :
http://img258.imageshack.us/img258/4803/46664739rx8.jpg
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Quokimbo
02-18-2008, 05:57 PM
So did you draw this? Because if you did not draw this, what is there to crit?
CodeVeroby
02-18-2008, 06:47 PM
So did you draw this? Because if you did not draw this, what is there to crit?
Why do I always get a stupid comment like "I no see anything" and this one !? I mean ,I AM in the 3D WIP critique forum so one would expect me to have something in 3D here right ? well then why won't you wait so that I'l be able to model my mesh before I show it ?
edit : I forgot to mention that the mesh is invisible ! just kidding , wait an hour or so and I'l post my first update !
Gerzi
02-18-2008, 07:18 PM
The question isn't actually that stupid at all.
If you don't like it than maybe start showing your work when there is something you can show! At the moment there is only a Polygon with a picture on it that you found on the Internet. So what kind of reaction did you expect?
CodeVeroby
02-18-2008, 08:36 PM
OK OK OK OK sorry ,no hate please ! first REAL progress :
http://img256.imageshack.us/img256/5498/33564911eu5.jpg
CodeVeroby
02-18-2008, 08:49 PM
A little more progress and i'm done for today ,expect many updates tommorow !
http://img406.imageshack.us/img406/8442/62845785or9.jpg
LaughingBun
02-18-2008, 11:06 PM
ouch my eyes. Try resizing your pictures. And waiting hold off on showing stuff till there is more to show. If you expect to get any crits you need to work on how you display your work. look at other peoples threads
Kilarai
02-18-2008, 11:59 PM
If you don't like it than maybe start showing your work when there is something you can show! At the moment there is only a Polygon with a picture on it that you found on the Internet. So what kind of reaction did you expect?
He was setting up for his WIP, give the guy a break.
If you don't see anything to critique, then do not rush to whine about not being able to critique anything. Wait patiently, if you can't do that, then count to 10.. If you can't count to 10, then I suggest doing something productive.
The critiques I can give right now may very well help you in the long run.
Although it looks like you're going for a slightly high-poly scale, you're going to have to lower, and raise some edge counts on some things.
For the cylinder, you're going to want to tone that down a bit; It looks like you have 24 or so axis divisions, you're only REALLY going to need about 8.
For the rest of the gun, you're going to want to make wider bevels than that, no one's going to see the difference in those small things, and it's just going to kill your poly count.
While you're designing, try to focus a whole lot on distributing your count equally throughout the whole model.
Have fun, and keep it up!
CodeVeroby
02-19-2008, 02:06 PM
Thank you so much Kilarai ! you were right ! I did just what you said and there you go :
http://img87.imageshack.us/img87/820/75344678jz7.jpg
Zinkmaster
02-19-2008, 05:35 PM
No negative comments so far :)
Could u tell me where u found that pice of art :o?
CodeVeroby
02-19-2008, 07:35 PM
Last progress for today ,again ,thanks Kilarai for the great tips !
http://img131.imageshack.us/img131/2350/32917835rz4.jpg
scarredhands
02-19-2008, 10:58 PM
Looking good so far, can you post another view than the perspective view? Are you going to take this into ZBrush or Mudbox? Again still lookin' good, keep it up.
Kilarai
02-20-2008, 10:45 AM
I have some suggestions to keep your model fairly clean, and at a nice count; I'm going to post an image reference of what I'm talking about, if for some reason you find the image offensive, please tell me.. And I won't hesitate to take it down.
The red areas are the sections I believe could either be integrated, or removed completely.
Some edges aren't necessary at all, if you don't think it's going to help the silhouette of the model, then I don't suggest adding them in.
Although, I could be completely wrong in how you're going about this.. So I'm only giving my perspective on the matter.
http://img.photobucket.com/albums/v610/killarai/GunImageAB01.jpg
I want to see some more of this, so keep up the good work! :buttrock:
CodeVeroby
02-20-2008, 11:11 AM
Thanks ,nice tips although I can't figure out how this image can be offensive ?
CGmonkey
02-20-2008, 11:21 AM
Thanks ,nice tips although I can't figure out how this image can be offensive ?
Because it's your picture, you may not want him to tamper with it!
That's a concept from Anarchy Online btw.
Looking great, keep going!
CodeVeroby
02-20-2008, 07:40 PM
OK ,preety much finished with it ,the pipe below the barrel is a gasoline pipe (my invention) and the cylinder bar will be like a trigger for it (gasoline + plasma/heat = big trouble) ,I also added some wires ,unfortunately they take around 200 faces all-together ,the final poly-count is 1347 which is decent I guess ,the poly-count for the character itself (which i'm starting right now) will be around 5000-10,000 based on the amount of poly's it took to create the gun ,I will be finished with him in around a week or two (I hope) ,thanks to Kilarai again for the help ! hope you'll be here for the harder part of modelling the doctor himself !
http://img221.imageshack.us/img221/6103/17515791qj2.jpg
http://img168.imageshack.us/img168/2676/47500672vc6.jpg
Kilarai
02-20-2008, 09:54 PM
You're still going to have to work a little on your poly distribution, some areas are too high, and some areas are just way too low.
If you want to go high poly, you're still going to have to even things out
The model is more two dimensional than anything, you have all of this 3D space, but you only used two dimensions. Add some more detail! :scream:
The handle doesn't look comfortable at all, it would hurt after a couple seconds of gripping.
For your small tubes, I suggest a height division of about 5, it'll cut it down a bit and you won't notice much of a difference; You may also Normal Smooth these, it looks like you're trying to compensate for what Normal Smoothing can do.
Any cylinder on a game model of that magnitude should not need to be more than 8 axis divisions. Take in count of the size comparison from the gun, to the character.. And the character to the world. Is the character for an FPS, RTS, MMO, or what?
Keep these in mind, distribution/size/count/genre, and of course if you're going to normal map it.
Also, not everything will have to be evenly distributed.. For example, the face of a character may be a bit higher poly than the rest of the body, it's a very detailed section of the body, and may need many loops for animation purposes.
Same goes with any loop designed for animation, on the knees, elbows, shoulders, fingers, toes, etc.
You don't have to go with anything that I'm saying.. But these could possibly help you.
Keep up the good work, man. :thumbsup:
CodeVeroby
02-21-2008, 12:35 PM
How do you suggest building the mesh with a more 3D shape starting with the handle ?
Dagarik
02-21-2008, 01:49 PM
By rounding out the edges.
CodeVeroby
02-21-2008, 06:01 PM
By rounding out the edges.
Do you really think I'm that stupid ? can't you post anything more usefull ?
Kilarai
02-21-2008, 08:43 PM
Well, I'm going to guess you don't have a real biohazard gun at your house to look at, so you're going to want to search for some blueprints of similar guns. If you can't find anything close to that, you could just as easily study other guns and innovate a little bit.
It's good to get a feel for all of the dimensions of a 3D model, instead of.. I'm sorry to say this, but making a silhouette of a 2D image and extruding it.
This is why the majority of the time, we use either a perspective shot for modeling something, or side and front concepts.. It's not completely necessary for a back concept, as we could easily innovate what's on the back, unless it's unique.
You're just going to have to concentrate on other areas as well, the front, back, top, and bottom.
Keep it up. :thumbsup:
CGmonkey
02-22-2008, 09:48 AM
Do you really think I'm that stupid ? can't you post anything more usefull ?
Apparently.
Have you ever held a gun or rifle of some sort (be it toy or real). It usually have an ergonomic handle -- yours is a block of carved wood. Have one recoil in that baby and you will have blizters the size of utah. The same goes for the lefty grip.
On the real model in the game, the gun is wider at the top than the bottom.
CodeVeroby
02-22-2008, 10:54 AM
Now THOSE are some good tips !
Dagarik
02-23-2008, 01:39 AM
Do you really think I'm that stupid ? can't you post anything more usefull ?
I figured it needed saying since you have put so many polys into the gun already but havn't touched it in that specific area, and there is an AK47 in your portfolio with a sharp edged handle as well. The snappy attitude won't help you with getting feedback, we arn't here at your whim. I admittedly should have provided more info though.
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