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Old 19-09-2008, 05:05 PM   #1 (permalink)
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Smile Jim's Stuff

Allrighty, I'll make this kind of thing too!

I continue modeling my head... with a little bit exaggerated beard, it's not grown that much yet...
Current stats:
Polygons: 2070 (head only 1394)
Vertices: 1100 (head only 709)

I think it's a bit too much.. I think it should be around 1000 polygons with the hair and beard.




Here's a reference to the final character, might change the shirt into something else, well, maybe I'll do couple different clothing sets:




edit: I just noticed that while doing it, I didn't even notice I was listening to music... suddenly I just notice I'm listening to something completely different than when I started modeling it..
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My 3d sketchbook - Swamp Warrior

Last edited by Jimi; 19-09-2008 at 05:09 PM.
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Old 20-09-2008, 11:38 AM   #2 (permalink)
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Thought I want to model some rocket launcher. It is slightly inspired of Armbrust. It shoots 60mm rockets. The picatinny rail is modeled in real size (looked the dimensions from some schematic found in wikipedia...).

Polygons: 1316
Vertices: 776
Width: 10cm
Length: 101cm
Height: 25,4322cm
Weight: ~5-7kg?

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Old 20-09-2008, 05:54 PM   #3 (permalink)
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Continued the modeling of me... Minor improvements on the face.. and I got some clothing!



Some stats:
Head:
Polygons: 2132
Vertices: 1130

Shirt:
Polygons: 796
Vertices: 400

Pants:
Polygons: 690
Vertices: 347
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Old 20-09-2008, 09:10 PM   #4 (permalink)
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About that rocket launcher... Do you have those black indents in the end covered with a single cylinder instead of several extrusions? If not, do so. Are the indents' inner vertices welded to a minimum (4 here)? And just how many triangles are you wasting with that little box-ish structure? You should apply extreme optimization techniques there, or just paint it in the texture :P

And your character's anatomy seems pretty weird. I'm not very skilled in this area so i cant quite tell what is wrong, but I know something is wrong in the torso and elbows.

Nice to see you postin' again!
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Old 21-09-2008, 04:29 PM   #5 (permalink)
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I made some improvements to human and started modeling shoes, but then I decided to continue the rocket launcher for a while. I took away some useless polygons, tweaked the rail into metric system friendly, added a scope and modelled a rocket. The indents are see through holes now. The scope is ambidextrous as it can be bended in both sides. I'll model some couple different looking rockets later.



Stats:
Weapon:
Polygons: 1198
Vertices: 731

Scope:
Polygons: 704
Vertices: 366

Rocket:
Polygons: 622
Vertices: 325

Dimensions (as seen in top left image):
Width: 10cm
Length: 109,5cm
Height: 39,4cm

Rocket Dimensions:
Diameter: 6cm / 29,43cm
Length: 49,5cm / 53,77cm


Edit: I made shoes and hands for my character model:

Shoes (note: they're a bit long and wrongly positioned in this pic):




Hands:




All together:



Total polycount for the character has now risen over 5000... huh.
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Last edited by Jimi; 21-09-2008 at 09:18 PM.
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Old 22-09-2008, 08:28 AM   #6 (permalink)
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Dude check these out:

YouTube - Fast and efficient 3D modeling tutorial for the human hand

YouTube - Modeling a human head in 3D with great edge flow
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Old 22-09-2008, 10:01 AM   #7 (permalink)
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I positioned the thumb differently now.. same way as it was shown in the video. I guess this will be better, since the hands are going to be more in that pose than thumb on the side, and so I avoid some mesh distortion...



The head video was interesting too. Don't know if it will help with the head model that I've got now, I'm thinking at least half of the polygons should be removed from the head. Or maybe I should redo the head completely in lower polycount?
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Old 22-09-2008, 11:17 AM   #8 (permalink)
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Hmm...
I'm wondering about the sense of having a scope in a bazooka. Such simple devices should have simpler scopes. At any rate you wouldn't be able to fire long enugh to need that kind of accuracy
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Old 22-09-2008, 11:32 AM   #9 (permalink)
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The scope was inspired of this thing: http://world.guns.ru/grenade/at4_m136.jpg

Well, I could model some simpler sights to the weapon, then the big scope wouldn't hide the front of the gun in the player view.. I've also thought the weapon could have some integrated laser guide under the weapon.. Maybe I'll use the scope in some sniper rifle...

edit:

I've optimized my head to 1000 polygons.. without hair or beard, looks a whole lot cleaner now..



I did similar optimization for shoes too, earlier one shoe was 448 polygons, now it's 330 polygons

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Last edited by Jimi; 22-09-2008 at 12:47 PM.
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Old 22-09-2008, 01:08 PM   #10 (permalink)
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Actually though, I think it looks pretty good having that scope on there

Taking a look at rocketlaunchers such as SRAW etc, almost all of em got scopes. And even though a rocketlauncher such as SRAW, being TV-guided, would suffice with such a small scope as it currently have, why not make it even more accurate?

Hehe, nah.. I don't really know what I'm talking about here.. I'm no weapons expert for sure. Although, I don't think it would look very odd with the scope you currently have.. perhaps it'd look a bit more like a stinger rather than an anti-tank launcher tho'

Cheers!
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