New Mariner Design To Blizzard Entertainment, Fausto (3D)


#261

Hey Fausto!
Very nice model!!!
It looks like a marine version for Starcraft II? Are you in?

I hope so.
:buttrock: :buttrock: :buttrock:


#262

your work is fantastic ! what modeling method do you use ? do you start off with a primitive box shape ?
:bounce: :bounce: :bounce: :bounce:


#263

I start with a cube (editable poly)… I make the volume model and I start to subdivide…

thaks for the comments,

Fausto.


#264

I dont know Leigh, specular levels are realy just fake reflections of lightsourses. With skin there is barely any reflection, and with the sub surface scattering skin dosent realy get any spec levels. Unless its greased up or somthing… :slight_smile:

I love the gun design, looks like somthing I would make if I had enough time(probably take me 14 hours or somthing).

Only things I would change are the hair (looks silly) the scar (needs something, just dosent look real, maby a little pink) and those little canisters on his front, they look to out or somthing, maybe if they were closer to the body. right now they just kinda look like they would get in the way.


#265

Originally posted by Bane
[B]I dont know Leigh, specular levels are realy just fake reflections of lightsourses. With skin there is barely any reflection, and with the sub surface scattering skin dosent realy get any spec levels. Unless its greased up or somthing… :slight_smile:

I love the gun design, looks like somthing I would make if I had enough time(probably take me 14 hours or somthing).

Only things I would change are the hair (looks silly) the scar (needs something, just dosent look real, maby a little pink) and those little canisters on his front, they look to out or somthing, maybe if they were closer to the body. right now they just kinda look like they would get in the way. [/B]

I don’t agree with you. What gives realism to skin is not 3S, is not color map, neither bump map, the most important maps are diffusion and specular (i always use a reflection map too)


#266

Originally posted by Laa-Yosh
The second head looks very nice as well, but there are a few areas on the mesh that are quite messy. All those N-sided polys and vertices stacked together might give you some headache when you’re going to animate it…

I can’t see any ngons Tamas… except one near the eye and a few on the hat (but i don’t think the hat needs to be animated)… :shrug:


#267

looks like i can learn alot from the tutorial before i go to college to learn…and the tutorial is free…college is $$$$$


#268

ThirdEye:
There are quite a few 5-sided polygons, you can find them if you compare the smoothed and the low-res wire. There are a lot of triangles around the eye, too, and a couple of, I dunno, 8-9 sided polys as well :wink:

I’d think that these would cause unwanted distortions on the surface when sculpting morph targets… However the marine’s morphs looked okay on the first pages, although they weren’t close-ups.


#269

Ok Tamas, thank you man. Btw what do u think about ngons and tris in not-animating places? In his guns there are a lot of 5 sided polys, do u prefer full loops or do u think they are ok in that case?


#270

WOW this is a awsome thred. I can not belive how good a modeler you are. I am going to change the way I make the corners of my mouth because of your modles. Thanks Dude.

:beer:


#271

ThirdEye, well, it’s quite hard to find any points on the front part of the face that aren’t deforming at all :slight_smile: Seriously, some expressions will deform the skin over the nose, over the chin, the jaw as well, not to mention the mouth, eye and brow area that are affected the most.
For example I’m working on the fourth character’s blend shapes now and I can report that using almost only quad faces has not caused me any problems :wink: - but I don’t know much about the opposite though.
Anyway, we’re getting offtopic here, so I’ll stop. Maybe we can get back to the Topology research thread with this later.


#272

Hi… I will refine all the meshes and reduce the n-sided faces and multi-edged vertex (does it exists?)… I’m full of work and as soon as possible I will post the updates… Thanks for the tips…

Regards,

Fausto.



#273

Originally posted by Laa-Yosh
ThirdEye, well, it’s quite hard to find any points on the front part of the face that aren’t deforming at all :slight_smile: Seriously, some expressions will deform the skin over the nose, over the chin, the jaw as well, not to mention the mouth, eye and brow area that are affected the most.
For example I’m working on the fourth character’s blend shapes now and I can report that using almost only quad faces has not caused me any problems :wink: - but I don’t know much about the opposite though.
Anyway, we’re getting offtopic here, so I’ll stop. Maybe we can get back to the Topology research thread with this later.

uhm… i was talking about non-deforming objects like a gun or a hat… by the way we are getting offtopic, you’re right, let’s go back to the modeling forum… I am becoming quads-edgeloops-addicted :rolleyes:


#274

Originally posted by ThirdEye_01
uhm… i was talking about non-deforming objects like a gun or a hat… I am becoming quads-edgeloops-addicted :rolleyes:

Hm, it doesn’t look like those guns would need any smoothing :slight_smile: Then again it shouldn’t be a problem to have non-quads and such on a rigid object.

I am becoming quads-edgeloops-addicted :rolleyes:

I guess everyone gets through that phase at some time :slight_smile:
Anyway, I think it might seem that I’m making a big fuss about the topology here. But in reality it does not matter that much if the model works well… Like, Fausto’s marine here is pretty good if you ask anyone :slight_smile:

Anyway, I really shut up now. Congrats again to Fausto and I hope you get that job!


#275

Third eye, the diffusion is a nobrainer, but what im saying is just that skin has a very very low specular level in reality. Heck, look at your arm, your leg, your anything, it barly has any at all. About the reflections, well if you had it very low and the spec off, then it would create a realistic spec for you. I know it takes longer, but its alot more realistic in some cases.


#276

fausto when you finish the tutorial please post it i MUST see it:)


#277

A tutorial!! great news!! can’t wait!! :drool:


#278

GREAT WORK !!!

Fantastic!!!:bounce: :bounce: :bounce: :bounce:

parabens Fausto!!!


#279

Woow i don’t know what to say :eek:

Man post some pics of you texture of the head pls


#280

http://oddworld.com/ is hiring :slight_smile: they are realistic style game