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Bonahe
03-27-2010, 12:24 AM
Hello, my names David, I'm 16 and I 3D model, I'm new here, as my post count indicates, so I would just like to say hi first...
Hi.
Anyways, I am at this time working on a man in a diving suit for a game I am creating in U.D.K. aka Unreal Development Kit, he is at this time somewhere around 10k polygons, and hopefully I will keep it under 15k, This obviously seems high, and that's because it is, Like I said, I am new, I'm also pretty new to 3DS max, (few months short of my 1 year anniversary with it.) and the result is that I not meaning to end up throwing around more polygons than I should, enough talking! picture time!

http://img231.imageshack.us/img231/9559/diver03.png
http://img521.imageshack.us/img521/8760/diver02.png
http://img35.imageshack.us/img35/5524/diver01.png

All Critique welcome, when I feel that this section has been completed I will continue, and yeah I need the air pressure gauge, I'm working on that as I speak.

All copyrighted to me.

Bonahe
03-27-2010, 04:14 AM
Update: Blocked in the arms, and added some basic color to pick the objects out.

http://img20.imageshack.us/img20/8949/02diver03.png
http://img169.imageshack.us/img169/6820/02diver02.png
http://img687.imageshack.us/img687/8550/02diver01.png

Critic please?

PvtDogmeat
03-27-2010, 01:41 PM
Hey looking good so far, the only thing that jumps out at me right now is the fingers look a bit too long. I understand they are gloves, which i think in most cases make fingers appear to be stubbier. That will be an area that might be tough to communicate because of the way the gloves work, going up to the forearms and such. It will kind of flatten out any form of the wrist. Might want to check the size of his helmet, looks like it might be a little small. I guess just check your reference. Otherwise keep on it, looks good.

Bonahe
03-27-2010, 02:59 PM
The hands I'm working on, having some trouble with 3ds max freezing whenever I try to uvw unwrap, ill get it working, as for the helmet, I actually made the body way to big, the head is technically about the size of a basketball, the rest is to bulky, anyways, hey does anyone know why 3ds max would crash if there are about 10k polygons on the screen and you try to unwrap something?

Bonahe
03-28-2010, 01:41 AM
Update, pretty much done with model, starting on uvw unwrapping, for some reason when I unwraped it it came out REALLY messy, oh, side note, got the unwrapping problem fixed, what I did was hide all but the object I was unwrapping, and the torso I had to break up into 3 parts.

http://img189.imageshack.us/img189/6499/render03.png
http://img532.imageshack.us/img532/8382/render02.png
http://img337.imageshack.us/img337/4663/render01.png

Critique please.

AoB
03-28-2010, 04:28 PM
Can i first off ask if the skin color on the model is a suit and not bare skin, as the metal of the suit and the freezing temperatures of the water would not be good touching the skin. Also the helmet is abit to high, lower it down towards the body abit as it looks like the guys neck is streched. Have a look at a Movie called Men Of Honor, for loads of ref as its all about deep sea Rescue Diving, or just google deep sea diving suits for tones of ref to see what i mean. If you look around some of the other forms im sure iv seen some diving helmets etc other people have done, might give you some information! Good luck with the modeling!

Bonahe
03-28-2010, 04:59 PM
Oh, the colors were just temp, Ya, I was going for brass, and then thick canvas for the belly, arms and legs, that's not skin, and yeah, ill go look at men of war.

AoB
03-28-2010, 05:13 PM
Cool Beans, and its Men Of Honor :), plus this might help...

http://images.google.co.uk/images?um=1&hl=en&client=firefox-a&rls=org.mozilla%3Aen-GB%3Aofficial&tbs=isch%3A1&sa=1&q=brass+deep+sea+diving+suits&aq=f&aqi=&aql=&oq=&gs_rfai=&start=0

good images of boots/helmet/suit and belts :)

Bonahe
03-28-2010, 10:43 PM
I think I went about this the wrong way, to many polygons to soon, I think I'm going to start over, ill post a base mesh shortly.
Also, this is what my refs are, since I didn't use any for mark I

I'll be using this head:
http://farm4.static.flickr.com/3391/3645045985_8917f3c440.jpg

Cant seem to find a good body, Ill probably just work that out as I go, besides, the head and the tanks are the most need for detail.

Edit:
Blocked in the helmet, I'm making a different approach this time around, the first time I just slapped on whatever I thought looked cool at the time, the result was object pushing into other objects, to many polygons, and just an all around mess in the uvw, this time I'm making each object from one piece, (just to keep things simple) and also keeping the polygon count very low, I'm going to try and put more work into the texture, and less into the model for the low poly game model. Less talking more pictures!
http://img9.imageshack.us/img9/8273/04diver02.png
http://img231.imageshack.us/img231/6017/04diver01.png

As you can see, very, VERY basic.

AoB
03-29-2010, 09:16 AM
By all means keep the polys low, but you need to distribute the polys evenly. the helmet and other major brass parts will need abit more polys on em, as they need to be round. Maybe start with a sphere for the helmet, im guessing u started with a box for the mark2, it needs to be rounder, maybe have a look at some images of the Big Daddys from Bioshock to see how they approched it? And get rid of the sharp angles, have it nice and round, or atleast round enough. Also the look out holes need to be round and evenly spaced, now it looks like a diamond shape that is rounded in parts. Try and get TONES of ref from different sources, and different angles, and maybe sketch some ideas using the ref to get a feel of how certain parts might come together if u can rigure it out by looking at it. Hope it helps, but dont worry if you cant get it at 1st, every mistake u make is something your figuring out and woont make again :)

Bonahe
03-29-2010, 11:01 AM
Ok, I worked on it according to your recommendations and made it smoother, and also made the port holes rounder, tell me what you think.
http://img337.imageshack.us/img337/2972/05diver01.png
I'm getting some wierd shadows problem here.
http://img36.imageshack.us/img36/6418/05diver02.png
PS: I just installed BioShock 2 soooo.... that should be good reference.

AoB
03-29-2010, 11:59 AM
Is better, but not round enough im afraid. Try blocking it out 1st?Use a sphere to get the round shape of the helmet you wnat, then put a cylinder at the bottom to represent the neck, then get 3more cylinders and position them were the eye/ear holes are on the front and side of helmet then u will see how round the eye/ear holes need to be, there still abit oval shaped. you then can use that as the base mesh and cut and weld into it once you get the position of everyting sorted.
Some ref on suits:
http://images.google.co.uk/images?q=deep+sea+diver&oe=utf-8&rls=org.mozilla:en-GB:official&client=firefox-a&um=1&ie=UTF-8&ei=uY-wS8CFJ5WK4QaKpITZDw&sa=X&oi=image_result_group&ct=title&resnum=1&ved=0CB0QsAQwAA

Also: if i uploaded it right there should be a quick paint over, of the type of shape u should b aiming for :)


Oh and, no sharpe edges, like the back of head, and whats happing with the pinching by the neck?

Bonahe
03-30-2010, 01:54 AM
Is better, but not round enough im afraid. Try blocking it out 1st?Use a sphere to get the round shape of the helmet you wnat, then put a cylinder at the bottom to represent the neck, then get 3more cylinders and position them were the eye/ear holes are on the front and side of helmet then u will see how round the eye/ear holes need to be, there still abit oval shaped. you then can use that as the base mesh and cut and weld into it once you get the position of everyting sorted.
Some ref on suits:
http://images.google.co.uk/images?q=deep+sea+diver&oe=utf-8&rls=org.mozilla:en-GB:official&client=firefox-a&um=1&ie=UTF-8&ei=uY-wS8CFJ5WK4QaKpITZDw&sa=X&oi=image_result_group&ct=title&resnum=1&ved=0CB0QsAQwAA

Also: if i uploaded it right there should be a quick paint over, of the type of shape u should b aiming for :)


Oh and, no sharpe edges, like the back of head, and whats happing with the pinching by the neck?

Thanks! sorry no update, I have wasted the evening playing bioshock 2 :D
But I will work on it tomorrow I swear, sorry.

PermaGrin
03-30-2010, 03:20 PM
Post up some wireframes also as you go.

And damn, wish I was doing this well 12 years ago at the age of 16.

Bonahe
03-30-2010, 11:04 PM
Post up some wireframes also as you go.

And damn, wish I was doing this well 12 years ago at the age of 16.

Thanks! and here's an update, removed the neck shadow problem (was just a vert under another) rounded the port holes, and also rounded the head some more, also a wire frame image.

http://img26.imageshack.us/img26/8959/06diver01.png
http://img35.imageshack.us/img35/5625/06diver02.png
http://img138.imageshack.us/img138/8364/06diver03.png


Edit: did a quick fix on the jagged marks around the port holes.

http://img62.imageshack.us/img62/4414/06diver04.png
Critique please?

AoB
03-31-2010, 10:21 AM
Much better my man. IV been abit lazy this week, and havent noticed the most basic if things.IF your trying to make the helmet exactly like the ref, then theres a few changes u need to make :sad:. The position of the top hole needs to moved forward abit so it sits abit more on the top of the forhead instead of top of head, same goes for the side holes, they need to be abit more forward, and not were the ears are, think halfway between ears and hole at front. Also, where the helmet fits on over the head and screws on to the neck/shoulders area theres a big lip and its straight. also dont forget that there needs to be valves and pipes coming out of the helmet. With the wireframe, all the verts need to be rounded off and connected for a clean mesh, try not to have an 5sides polys(by the front of neck). It might look round but by looking at the wireframe its not really, nearly there tho. Stick an 18 segment sphere next to you model and you will see how round it needs to be, as it looks like you trying to round it off by hand, and it can be a pain in the butt, either work on half the model and then mirror it over once you really happy, or us a sphere? Side holes ae still not round, the left side seems to b abit rounder than the other side, unfortunatly everyting about these helmets are round, and takes time to get it spot on.. have a look at this:
http://forums.cgsociety.org/showthread.php?f=39&t=767939&highlight=diving+helmet

Keep up the good work. its getting there more and more :)

Bonahe
03-31-2010, 11:11 AM
Gotta go to school, ill work on it when I get back, thanks for the help!

AoB
03-31-2010, 11:15 AM
Ah school!! i remember what that was..its been so long :(

Bonahe
03-31-2010, 10:08 PM
Ok, how's this? I haven't got the gnob yet, but most everything else is done.

http://img200.imageshack.us/img200/9839/08diver03.png
http://img186.imageshack.us/img186/27/08diver02.png
http://img511.imageshack.us/img511/5421/08diver01.png

Edit: Quick update.

http://img535.imageshack.us/img535/1363/09diver01.png

Bonahe
04-01-2010, 02:50 AM
Heres some uvw's, I'ved unwrapped it, and fairly nicely if I might add.

PS: the reason for the big open area's is because UT3 import textures in a certain format. (as in head in one region, eyes in another, theres a way around this but im trying to stick to the engine to avoid problems.)

http://img26.imageshack.us/img26/480/helmetuvw.png

AoB
04-01-2010, 11:44 AM
First off, better, but dont jump the gun and start unwrapping b4 u lock down the shape of the model.
The Collar of the helmet needs to be thin and consistint,plus it needs to be straight and not follow the curve of the shoulders and body, as it needs to be screwed into position to get a water tight seal,think of putting in a screw into a wall, if it doesnt go in straight it doesnt lock into postion properly.
Also the face/ear/head holes need to be not curved.(as a part of the shape of the helmet), but sticking out from the curved helmet, if u get me: Really have a look at the other link i posted up for the Helemt a Guy SWIZZLE did. dead nice. :)

Bonahe
04-01-2010, 11:33 PM
How's this?

http://img13.imageshack.us/img13/69/11diver02.png
http://img16.imageshack.us/img16/3106/11diver01.png

PS: going to see "How to train your dragon" be back soon.

AoB
04-02-2010, 09:07 AM
Looking way better my man! I just think from the side view u need to grab that lip and pull it down abit more, as it looks like its choking the guys head. But much better from were u started huh! :D

Bonahe
04-02-2010, 01:40 PM
How's this?

http://img6.imageshack.us/img6/6915/12diver01.pngPS: should I go ahead and start blocking out the rest of the body now that the head is good and blocked in? (I need to get this done before April 15th.

AoB
04-02-2010, 03:04 PM
ye thats it, there seems to b some pinching were the valve is connected to the helmet. The Helmet needs to br round all over with all its connecting parts, vaalve,ear/face/head holes following that round shape and not concave inwards were they connect. But youve some along way since you started, and you can only get better with every model you make. keep up the work

Bonahe
04-02-2010, 06:39 PM
Beat bioshock 2 :) here's an update, worked on the neck some.

http://img405.imageshack.us/img405/4567/13diver02.png
http://img97.imageshack.us/img97/5929/13diver01.png

AoB
04-02-2010, 08:03 PM
All you need to do now is to grab the head and the lip and pull it down abit so its lower to the shoulder and to pull out the base of the valve so the curve follows the helmet :D

Bonahe
04-02-2010, 08:47 PM
Ok, moved the lip almost flush with the shoulder, and fixed the valve.

http://img263.imageshack.us/img263/9093/14diver02.png
http://img715.imageshack.us/img715/6284/14diver01.png

AoB
04-02-2010, 08:58 PM
From the side view of the guy, you need to slightly curve the bit of the helmet on the front and back thats under the lip, in stead of buldge it out that way u have. either that or make it straight, really look at the references you have and you will see, remember that its a solid brass helmet, very heavy, very srtong. In the attachment i put on, you`ll see that its straight on the front and slightly curved on the back of it

Bonahe
04-02-2010, 09:21 PM
I'm not sure I understand, is this what you meant?

http://img52.imageshack.us/img52/1298/15diver01.png

AoB
04-04-2010, 05:37 PM
Sorry for not clarifying. the buldge under the lip on the front and back need to curve in and the helmet round. and roundn off some of the edge loops of get a nice finish. btw sorry for all the red ink :D
You could also weld some of the edges together if there not making any difference to the shape of the model, more polys it has the harder it is to unwrap :)

Bonahe
04-04-2010, 10:53 PM
Is this better?

http://img245.imageshack.us/img245/1972/screenlk.png

Also here's a huge update, my manager is pushing everything through, because a cover with this AND a background has as to be ready my the 15th, God only knows how I'm going to get it done.

http://img180.imageshack.us/img180/66/16diver01.png
http://img408.imageshack.us/img408/804/16diver02.png

What I'm going to do is finish up the model, and instead of going over every inch of this model in this wip thread, just go over the head real good because that's the most detailed part, but please, critique on the rest is good to, hopefully when the 15th is past I can work on it in more detail for the actual game, most likely allot of the details in the cover piece is going to end up coming out of photoshop.

PS: right now its at about 8k polys.

AoB
04-05-2010, 09:36 AM
Better my man, only small thing is were the helmet comes in contact with the lip, the under underside of the lip needs to inline with the helmet part above it, only a few fverts out of place abit.
Body looks quite nice, but thoes old suits were quite big and baggy, broad shoulders etc. Look at the ref. and the toes of the boots need to be abit more square, as there huge heavy weights. Look at Bioshock :)
I under stand the huge rush, theres always a deadline. I thought it was a personal project. :D

Bonahe
04-05-2010, 11:12 AM
Well it's kind of a personal project, the game is mine, but the cover is for a scholarship, my mother being my manager, she can get very scary when it becomes crunch time, lol.

When I get home from school I will post pictures of the fixed neck, also I made the part where the arm meets the body larger, and used paint deformation to make some bagginess in the arms and legs, and I made the tanks and pipes, but 3ds max is acting funky, I'll worry about it after school.

Bonahe
04-06-2010, 01:40 AM
Hey, I'm trying to get a away without using mud box for this texturing, and I need some suggestions on how to start texturing this helmet, I've really only used mud box mainly, and I need some help, heres the uvw unwrap, any thoughts?

http://img339.imageshack.us/img339/7030/uvwunwrap.png

AoB
04-06-2010, 07:49 AM
I have never textureed with Mudbox, but im assuming its very quick,and since your stuck for time it might b best to texture that way. But other wise you need to unwrap everything that you need nice and cleanly and place them in uvw space. Maybe even apply a checker texture to it so that you can see if the seams are working nicely. But once you have you uvw`s laid down go through the options and hit RENDER UV TEMPLATE, i think its called that, click what options you want, then take that image into photoshop and get painting. at work at the mo, if your not understanding what i mean, il try explain later

Bonahe
04-06-2010, 10:22 AM
Well considering after about an hour of work in photoshop resulted in a fuzzy yellow thing, and about 15-20 minutes in mudbox resulted in this:http://img530.imageshack.us/img530/8376/diverhelmet.png
I think I'm going to stick with mudbox for the texturing.

Bonahe
04-06-2010, 10:06 PM
Hey, I'm getting some seriously whacked out uvw unwrapping on the arms.

http://img188.imageshack.us/img188/9475/screeny2xr.png
It comes out as a bunch of lines when I normal map it, any thoughts?

AoB
04-07-2010, 07:09 AM
What do u mean "seriously whacked out".? Whats wrong with it? Can you tell me? i just see a mass of yellow lines.

Bonahe
04-07-2010, 09:39 PM
I got it working, ended up using unwrella 2, it worked better, here's the wip for the cover for the scholarship, and by whacked out I meant that pretty much all the uvws were in a 1 pixel tall line.

http://img231.imageshack.us/img231/126/screeny3.png

AoB
04-08-2010, 07:06 AM
Never heard of Unwrella, but seems a pretty cool program.You might want to change the texture you have on the gloves, as its the same as the arms and too much same texture and brown colour on the model. stick up some front/side shots of the guy and a wire :)

Bonahe
04-08-2010, 10:25 AM
Here yah go, btw the poly count is way off because its counting the rest of the scene.

http://img25.imageshack.us/img25/5935/diverrender04.png
http://img62.imageshack.us/img62/8352/diverrender03.png
http://img199.imageshack.us/img199/4/diverrender02.png
http://img9.imageshack.us/img9/351/diverrender01.png
PS: I have perspective on for the scene render, that's why his feet looks deformed.

Edit: also, here's a update on the scene.
http://img260.imageshack.us/img260/3852/diverrender05.png
I hate that rock, its way to bright, lol.

AoB
04-08-2010, 04:37 PM
if u right click the top right of your view screen, were it says, LEFT/FRONT/PERSPECTIVE etc.. and go down to configure then Staticics then click selection and triangle, you can deselect the others, then click on ur model and it will show the tri count for whats selected :).. AT LEASET that works in max 9.
What is the poly count coz the body looks very high

Whats the scene ment to be?

Bonahe
04-08-2010, 09:34 PM
It's meant to be a man in a diving suit walking across the ocean floor, its for a competition, I hate competitions, I just want to make my game, but its for a scholarship and my mom will kill me if don't do it.

PS: Here's the link to the competition.
http://freshbrain.org/scholarship/graphic-novel-concept-scholarship#

PSS: poly count on the character is actually only about 15k, or 20k, not to bad, but the inviroment came out to like 700k 700k?! IT'S FRICKING INSANE, it hurts my computer just thinking about it, anyways, what do you think of this?
http://img101.imageshack.us/img101/8606/renderfinal.png

AoB
04-09-2010, 07:13 AM
A few things 1st off i noticed, The deep sea divers then didnt have oxygen tanks back then, they had o2 pipes coming down from the ship above, connecting directly into the helmet, plus he would have a diving belt to keep him on the ground, plus loads of other bits an pieces..
http://www.aqualaboy.net/dvr6.jpg

2nd, The "sunlight" in the water, (the bright white light) needs to be smaller and moved up higher to give the impression that the diver is down deep. Right now it looks like he is in shallow water. Maybe have a boat, (underside shadow) above the diver and to the right abit, with a pipe running from it to the diver, and that will also help with the perspective and depth of it, make sure not to make the boat to big., OR just have another school of fish, r a shodow of a shark r somthing?

OR even if your allowed, u can really have fun with it and make it look like he`s really inside a fish tank and not the ocean floor , and put some plastic treasure chests etc in there?

Bonahe
04-09-2010, 10:57 AM
A few things 1st off i noticed, The deep sea divers then didnt have oxygen tanks back then, they had o2 pipes coming down from the ship above, connecting directly into the helmet, plus he would have a diving belt to keep him on the ground, plus loads of other bits an pieces..
http://www.aqualaboy.net/dvr6.jpg
Well, to this I dont really have an answer without going into the story, basicly the main character (who is a wimp) leaves his friends to hold off the creatures at the bulk head, and is heading to the reactor when one of the creatures (I'll probably post a concept or a 3d blocked out model of this soon) cuts him off and runs him into a airlock, the only way out of the airlock is through the open ocean, so he takes the suit and heads out, now the reason why he doesn't have a tube (even though I really thought it would be more realistic.) is because I was trying to give (mainly in the game) that the main character is all alone, fighting a threat to man kind that they don't even know about, that can't really work with people up top feeding him air, then you just feel dependent on them.
2nd, The "sunlight" in the water, (the bright white light) needs to be smaller and moved up higher to give the impression that the diver is down deep. Right now it looks like he is in shallow water. Maybe have a boat, (underside shadow) above the diver and to the right abit, with a pipe running from it to the diver, and that will also help with the perspective and depth of it, make sure not to make the boat to big., OR just have another school of fish, r a shodow of a shark r somthing?
Well, I think I'm going to re-render this entire scene, in pieces, so I can work on each individual piece, and also so I can give it a more comic book style resolution, because right now it's 800x600 and for obvious reasons that's not going to work, I don't know why I rendered at that low of a resolution, also when I re-render I'm going to make the water look better, and I think I'm going to add some jellyfish, just because they are fricking awesome.
OR even if your allowed, u can really have fun with it and make it look like he`s really inside a fish tank and not the ocean floor , and put some plastic treasure chests etc in there?
Talked to my mom and she said she didn't care as long as I have it done by the end of this weekend :D I'm going to do it, I love when you look at a picture and you think it looks good, but there's something about it that just seems like its not real, (In a sort of surreal freaky way.)
Anyways, got school, but its Friday, so tonight and tomorrow I'm going to be putting in a LOT of hours into this getting it done, I might even stay home from church if I don't have it finished.

Bonahe
04-10-2010, 06:19 AM
Got a big update, right click and hit view to see full size, critiques please.
http://img685.imageshack.us/img685/6743/basek.png

AoB
04-10-2010, 08:18 AM
If you going to have foot prints, dont have them so strong, maybe just lightn the "dark" part of the footprint, maybe just take the color of the sand and darkn that down abit, plus ud need to have sand particles, from were hes walking. Much better with the depth issue, by just moving the light up and scaling it abit :). U need to have some life in there, fish/jelly fish etc, sea weed, and others. looking good tho

Bonahe
04-10-2010, 06:18 PM
Hows this look?
http://img442.imageshack.us/img442/4033/baseul.png
Tell me what you think.

AoB
04-10-2010, 08:10 PM
Very nice my man, i dont know about the white floating dots, look like too much stars. its also a little bit dark towards the bottom of teh image, as his lower body, legs are too dark. Need to add some coral/rocks and sea weed in the back ground around the stone wall and some in the foreground to frame the image :)

Bonahe
04-10-2010, 09:50 PM
Got any suggestions of the coral? all my attempts have come out looking like rubbish.

AoB
04-10-2010, 10:03 PM
Just do a search for coral, and pick some interesting ones, that are quicj and easy to make .
http://images.google.co.uk/images?q=coral&oe=utf-8&rls=org.mozilla:en-GB:official&client=firefox-a&um=1&ie=UTF-8&sa=N&hl=en&tab=wi
try the 6th one?

Bonahe
04-10-2010, 11:56 PM
Just do a search for coral, and pick some interesting ones, that are quicj and easy to make .
http://images.google.co.uk/images?q=coral&oe=utf-8&rls=org.mozilla:en-GB:official&client=firefox-a&um=1&ie=UTF-8&sa=N&hl=en&tab=wi
try the 6th one?
Ok, how is this?
http://img638.imageshack.us/img638/3175/basepd.png
PS: click it for full view, as always.

AoB
04-11-2010, 09:02 AM
What are the floaty white things? You need to add something in the BG near the cornor were the 2 walls meet, some rocks, and sea weed, dont make em higher than the wall, as your trying to frame the image now, same goes for right hand side of the pic, bit of empty sea bed. ALSO looking at the footprints there slightly angled but the your looking at the guy from the side, rotate the guy abit to show off some of the work you did

Bonahe
04-11-2010, 03:36 PM
My mom made me send it, its pretty much as is, :/ at least I can get back to actually making a game character now right?

AoB
04-11-2010, 04:02 PM
Its always good to have supportive parents, as it can take quite a while to get into the game/films or other industries through 3d. The downside of being to supportive and to involved, ie, sending it off now, is that there is always loads you can play around with to make the work better,and sending it off early,coz it looks nice. Remember there are tones of other pieces of work "nice work" applyiing for this scholarship, and you need to be better than the next guy. But you have gotten much better from when u 1st posted afew weeks back. So heres hoping!

Bonahe
04-12-2010, 09:53 PM
I got good news, and I got some REALLY bad news, good news first, I found out, that all the crap I had gone through, was for no point at all, the texture doesn't have to be in a certain form, and it doesnt have to be in pieces, I need to make it in one piece for it to work properly, that leads me to the bad thing, for that reason, the hole model needs to be thrown out, but, on the up side, I never liked that model anyways, third times the charm no?

Bonahe
04-14-2010, 01:52 AM
Can anyone tell me how to extrude a line without making the extra verts at the base, it's excruciating to remove all those extra vertexs.

AoB
04-14-2010, 06:57 AM
Its creating a 2nd poly underneath because it knows theres other polys around and try`s to think what you want by filling in the back of it. If you extrude from a line, you dont get that problem, but other wise what you`l have to do is, 1: Delete the polys that are connected to the one you want to extrude then fill them in again. OR 2: Detach the one you want to extrude, extrude it to were you want then weld it all up again. Might be the best and quickest way. Unless theres a quicker way of doing it

Bonahe
04-15-2010, 01:47 AM
Hey, I've started work on some of the labs around the sea floor, the reason I started on these is because I got sort of depressed from having to model the diver again, and so I did what I usually do so that I wont lost interest in the project, I started on something else in the scene for a little while, my qeustion is should I post thoughts and screens in here or make another thread? I don't really want to make a new thread.

AoB
04-15-2010, 06:59 AM
IF its all related to this project your working on, put em up in here. If its something completely different, you could make a new thread.

Bonahe
04-15-2010, 11:11 AM
Ok, been working on the lab, its attached to the second lab, and then to the command tower, I'm not sure on which support I should use, I like the blocky one more.

http://img197.imageshack.us/img197/300/lab01.png
http://img188.imageshack.us/img188/1391/lab02.png
http://img208.imageshack.us/img208/9291/lob03.png

Bonahe
04-16-2010, 12:56 AM
A little update.
http://img512.imageshack.us/img512/5108/lab06.png
http://img219.imageshack.us/img219/451/lab05.png
http://img688.imageshack.us/img688/9143/lab04.png
As always, click the images for full view.

AoB
04-16-2010, 06:54 AM
Make a really cool looking underwater lab, look at the Movie Abyss? or anything with a space station, Right now it looks like a coffin with windows and hinges. No offense dude. And also something thats going to be of such a large scale will need to have a cool silhouette, with interesting shapes and pipes coming off it for support etc.

Plus some of the finer details on it like the lines running along the side and up onto the top could be done with Normal Map, no need to use extra polys on something that could be done with a NM.

Bonahe
04-16-2010, 11:09 AM
Ok, I'm going to start over (there seems to be allot of starting over in this thread.) And this time I'm going for more of a realistic look, my Idea is to have a box for the body, with haphazardly thrown on plates for a bit of protection from the ocean, with a small-ish window wrapping around the far end (that's where the actual lab is.) This will all be supported on both ends by tressels going under it to pillars on both sides out a little ways that are sunk into the sea floor, this picture is the closest thing I found to what I'm looking for.
http://resources.yesican-science.ca/trek/NEEMO/final/images/aquarius_small.jpg

EDIT: Here's some quick blocking in of the building, what do you think?
http://img85.imageshack.us/img85/4517/labblocking.png

AoB
04-16-2010, 02:58 PM
That picture looks cool, aim for something like that, but with your own touches. Try and avoid having everything square, add different shapes to break up the over all shape of it

Bonahe
04-17-2010, 03:10 AM
Ok, here's this, a bit more blocking on some pipes, and some basic surface modeling.
http://img683.imageshack.us/img683/4517/labblocking.png

AoB
04-17-2010, 05:09 AM
Thats looking abit better. Remember that if you intending for this to go into a game, you need to watch your polys aswell. NM some stuff to keep the polys down :)

Bonahe
04-18-2010, 04:21 PM
What do you think of this? I'm going for a bit more unique a look, its still going to be on the tressels like the other one.
http://img686.imageshack.us/img686/3538/labblocking2.png

AoB
04-18-2010, 05:32 PM
Interesting shape all right!

Bonahe
04-19-2010, 02:33 AM
Here's an update, added the tressels underneath and some details, I though about what you said about polys and your right, I think the major pipes I'm still going to make 3D, but allot of the finer pipes are going to end up just being bumps in the model and dips, with allot of normal mapping., on a side note I managed to make this model completely one model with no intersecting elements, so it should unwrap allot smoother.
http://img23.imageshack.us/img23/2685/labblocking4.png
http://img256.imageshack.us/img256/2308/labblocking3.png

Bonahe
04-20-2010, 01:23 AM
Here's a little update.
http://img97.imageshack.us/img97/9252/labblocking5.png

AoB
04-20-2010, 06:58 AM
Looking nice. Try and remember to have a purpose for all the pipes. Dont just slap pipes and other parts down everywere. Every pipe/valve etc should be in use for something. Also in the middle were the large pipe is sticking out the sides of the buildings needs something. Its too empty, same with the outsides

Bonahe
04-24-2010, 01:20 AM
Here's the news, I didn't want to just drop you completely, because you have been a great help, but I cannot finish this project, I realize that now, and I should have thought about how hard it was going to be before I started, and I didn't, basically I bit off more that I can chew, I DID actually work pretty much the entire time I have not posted on the project, and I know now I can't finish it, I will be beginning a new project soon, hopefully one I can actually complete, one last request before I am done, could you direct me to a simple to use tutorial on how to bake normal maps from high poly models? I have hit nothing but dead ends in that area, thanks again AoB, for all your help.

AoB
04-24-2010, 07:47 AM
Hey No Worries,

Its all about learning!
Tuts for NM will vary for each program. I just did a quick search and found these.
For creating a NM with in MAX:
http://cg.tutsplus.com/tutorials/autodesk-3ds-max/how-to-bake-a-flawless-normal-map-in-3ds-max/
and this guys stuff is cery helpfull, look around his website aswell!
http://www.poopinmymouth.com/tutorial/normal_workflow.htm

This might give you an idea of what happens during NM:
http://www.gameartisans.org/gamecon/tutorials/tut_3.htm

Im sure if you look around the fourms you`ll find some tuts some people have posted about NM.

Good luck with everything! Hope to see more of your stuff in the future!

urgaffel
04-24-2010, 04:40 PM
Not sure if it's been mentioned earlier but it's always a good idea to do a rough sketch or a couple of thumbnail doodles of what you want to do so you have something to refer to when you work. That way you can try different ideas on paper before you spend time modeling and you can see what works and what doesn't etc. Reference is invaluable :) Good luck on the new project!

Bonahe
04-25-2010, 02:34 PM
I have already started on my next project, and this one I actually have drawn upwards of 5 or six complete concepts, this one is going to have more detail into the environment and less in the characters per say, because that seems to be what killed me the first time around, anyways, stay tuned.

PS: it would be nice if you could close this thread since it is going to be of no more use, (tie a cannon ball to his bootstraps and send him to Davy Jones.) :D

urgaffel
04-25-2010, 10:02 PM
Sounds good. Can't close this thread though, you'll have to ask some other forum leader for that :) Looking forward to new thread with new art!

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04-25-2010, 10:02 PM
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