GAC 11: Richard the Lion Heart-Knight


#41

Ok Andrew don’t get mad at me an all i hate to burst the bubble, but you started this model before the competition…you posted this on threedy.com before this competition was announced…

Rych


#42

SAY IT AIN"T SO!


#43

Whoops, looks like somebody got called out.


#44

Huh? - Whats the problem? I didn’t start this model before the competition. The post date on 3dTotal was 08/12/04 (Day/Month/Year)

Am I not allowed to post this work on other forums? If thats the case I don’t mind withdrawing my entry, but I’ll continue posting updates if that’s ok.

I’m not in this for the competition - I just want to make a cool model

If someone could let me know if that’s ok I’d appreciate it.


#45

Honestly, I would still like to see progress on this, because it look very promising.

08/12/04 = 12/08/04 I’m guessing. (over in these parts it would read as Aug. 12 2004)

Problem solved, get back to work everyone.


#46

in all other countries EXCEPT the US, it is day, month, year…

-KDX-


#47

8/12/2004 = 8 december 2004. nothing the matter. Carry on :wink:
also, it’s fine to post it on other forums.
after all, these challenges are for others to learn from. If that happens to include ‘educating’ people on other forums, no problem.

wicked entry btw.


#48

Hey if this is what you did it for than carry on, i was just saying i saw it first on threedy…i don’t want to eliminate competition or anything…not why i did it, i mean you could of posted on threedy first…that is all…

i just don’t like people who lie…if you are telling the truth, then carry on because this model is smoking, i like it alot!!

Rych


#49

to be honest, I hate people who cry witch without some further investigation. If you’d went to the mainpage of threedy you would’ve noticed that most threads had a date of x/12/2004 now you’re not gonna tell me the last post on that forum dates back from august.

but let’s not turn this into a debate. Andrew, carry on mate.


#50

IMO it’s no big deal, it’s an honest mistake. :shrug:

Anyway, it’s looking better and better. I can’t wait to see this finished. :twisted:


#51

That was a lame callout… who really cares if he did it before anyways (even though he’s just posting to two different forums simultaniously)… the model and concept rocks and its great that he’s sharing it with us.


#52

haha, his join date on those forums is december 2004.

and this thing is awesome, how the hell can you crank something out like this so fast.


#53

Equinoxx - Cheers bud - I appreciate it

Gabe - Your right it isn’t a big deal but when people carelessly attack a persons character (i.e calling them a cheat) on a public forum it can quickly become one. I don’t think Lordrych had any bad intentions but he could have taken more care before making his contribution.

Anyway enough of that - back to the model

tasart - cheers dude - some nice stuff on your site btw!

kdubya - Thanks man! I don’t really have any modelling secrets guys - if there is a particular area that you would like to see modelled I could make a quick tutorial vid? This project would be goin much quicker if I could concentrate - I seem to spend long periods of time just staring at the monitor - maybe cause I’ve done most of it between 12am and 5am :slight_smile:

Well took a small break from my course work to tweak a few area’s - can’t be arsed rendering (its 3:30am here and I’ve still got work to do) so viewport renders will have to do:

Remade the helmet (face is a placeholder from an old model - I’m going to build a new one)
Made his glove/guantlets and tweaked the arm guards
Made a start on the legs


#54

Liked the old helmet, but this one is nice. I’d like to know how you are gpoing to go about doing the underlying body.

Get some sleep.:thumbsup:


#55

The Armor design is way too cool.:thumbsup: Your modeling skill is excellence too.
The only part I felt not on par with the rest of the modeling are the griffins at the Shoulder guard.

I will keep a look out for this thread. Way to go.


#56

sickenly awesome work, there. I bet you’ll spend quite a bit of time getting the normal maps to work. It’s certainly not as easy as it seems in Maya. If you can’t get the normal maps to work, you can always use some of that detail on the texture sheet directly through some renders, ya?

Quick question.
How are you going to go about “rebuilding” a low poly version? Are you just gonna start trimming down the high poly version or are you going to build it from the ground up?

Also, with normal maps, don’t both versions need to be UV unwrapped? Seems like a lot of work.

looking great,
-pod


#57

Liked the old helmet, but this one is nice.

I was thinking this aswell. There isnt anything wrong with the current one, but the other helmet had something this one doesnt. I think it might be that there wasnt a face behind the other helmet with just the black behind the slits. Something about that that just has more of a fighter game feel to it. Then again, good guys usually show their face, but if you did go with the current helmet, the face would make or break it I think.

Amazing stuff so far man, fast too!


#58

dmonk - You liked the old one? hmmm… The underlying body will be made up of chainmail (gonna be a nightmare to get that into the normal map) areas and decorative fabric.

PKD - Thanks man! - OK I’ll redo the shoulder guards later

the_podman - Cheers - I’m going to build the low poly from scratch. Only the low poly needs a UV layout but I will do the uv’s for the high rez too - might be tedious but shouldn’t take too long.

Devised_Poly - You liked the old one too huh? I guess I could make armour variations that the player could earn. It could introduce a tactical element if the pieces had different agility/defence/attack values. Might be cool.

Thanks for the continuing support everyone!


#59

I have general question about hipoly modelling:
Where do u pay attention to quads and where not? And why?


#60

yeah i really wanting to see how you get the chain mail done.