My first modelling attempt

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etcaptor
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My first modelling attempt

Post by etcaptor »

Hi, I found a tutorial in google and tryed to make some head with 3d Max. Max is easy then C++ :lol: Here is my head after 3 hours:


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Dances
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Post by Dances »

Looks pretty good but your meshsmooth is messed up a little, try running the meshsmooth modifier now that its finished or even better do the shading groups manually, but that can take time.
Joe_Oliveri
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Post by Joe_Oliveri »

Look very good, even for a first it make it in a nice independent game! You should do the full body and see how well that works out! :D
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afecelis
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Post by afecelis »

whoa! Captor!

way to go! I wish I could do something equivalent in C++ in 3 hours! :wink:

As a regular 3dsmax user I can say you got a lot of wood to carve!

nice job! The good thing is that now it will make you learn about texturing, uv mapping, mesh optimization and then rigging, skinning and animating! It's a complete process in constant feedback with your progress. :D
etcaptor
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Post by etcaptor »

Thanks :D
Here is not used smooth. Smooth takes additional polys. This model takes about 800 polys. I've tryed uv mapping under Max and it's easy too.
3 hours, bud without ear. For a ear I spend almost same time.
The main that I found is that moddeling is a big fun :D. I used two b.w. photos for building of model. When will finish my work under code of the game, sure will try some anothers modelling attempts, because our modeller go to England for one yearh.
About Animation I've tryed bipped Character studio model like a .x export. No many problems with it, but suggest that Irrlicht x does not support animation blending :cry: at now.

One question for all - Can Max shaders to be used in Irrlicht?
Last edited by etcaptor on Fri Jul 22, 2005 4:13 pm, edited 1 time in total.
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Picard
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Post by Picard »

looks a bit like golum from "lord of the rings" :D

but nice work :D
Jedive
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Post by Jedive »

Here is my head after 3 hours
I really hope your head doesn't look like this. Or maybe this is a community so big that there are even martians among us?
Dances
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Post by Dances »

etcaptor wrote:Thanks :D
Here is not used smooth. Smooth takes additional polys. This model takes about 800 polys. I've tryed uv mapping under Max and it's easy too.
3 hours, bud without ear. For a ear I spend almost same time.
The main that I found is that moddeling is a big fun :D. I used two b.w. photos for building of model. When will finish my work under code of the game, sure will try some anothers modelling attempts, because our modeller go to England for one yearh.
About Animation I've tryed bipped Character studio model like a .x export. No many problems with it, but suggest that Irrlicht x does not support animation blending :cry: at now.

One question for all - Can Max shaders to be used in Irrlicht?
In that case try playing with Smooth Shading.
etcaptor
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Post by etcaptor »

Thanks for advice! Will try it.
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Guest

Post by Guest »

Sometimes bad loops and connections to polygons can't make up for a mesh looking 'broken' altho it is a really nice try for first time modelling!
Guest

Post by Guest »

"Forgot to mention" If redo the head from start and next time it's alil better, and then continue untill I get it perfect.
Megaman
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Post by Megaman »

great for a first attempt...lol, every time i tried modelling i crushed my head on monitor and unistalled the app...can make models for your own games is an advantage because you can geto of modelers of your projects, and in a commercial project it's so fun...so, gj
I'd rather have a search engine or a compiler on a deserted island than a game.
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TheRLG
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Post by TheRLG »

Looks nice dude, great job. Kinda alien-like or something. hehe schweeet. keep up the good work.
etcaptor
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Post by etcaptor »

Thanks, I'm not a modeller, but modeling seems a nice activity.
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