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Old 03-04-2008, 03:48 PM   #21 (permalink)
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Hmm, smart thinking.
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Old 03-07-2008, 08:12 AM   #22 (permalink)
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yeh, my lecturer told me they do it in unreal tournament as the characters are nearly always holding weapons across their body.

In other news, sorry for the lack of posts, ive had lots of pressure from other units so have had to rest the character work for a little while. Since my last pic post, my lecturer asked me to add a pocket to one leg of the trousers to balance the character out a little, this meant ive had to redo the high poly trousers, adjust the low poly, re-uv them and re normal map it all....just for one pocket. Also had to tackle the problem of using two seperate uv maps on one fully joined character, so that took some figuring out as id not done it before. With any luck ill have some pics and maybe some texture work up over the next few days
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Old 03-08-2008, 11:43 AM   #23 (permalink)
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I don't recall them doing that in the Gears stuff I had seen. Maybe for UT3, but it seems odd to me.
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Old 03-08-2008, 11:41 PM   #24 (permalink)
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Quote:
Originally Posted by Ghostscape View Post
Why are you modeling the guy in that position instead of a relaxed T-pose?
I've seen some people do it like this, it may be harder to rig but owell. Anyway, very nice job! It could just be my computer but the guy appears to be on the short side and wearing gangster pants which would be very modern I guess (lol just messing with you). Also, the fingers appear to be almost the same length but if you take a look at your hand, you will notice the middle finger is about a finger nail longer than the pointer and ring finger and the pinky is about 2 finger nails shorter than the ring finger. The thumb looks good though. Of course, you might have done that purposly though since you are going to use the low poly version in which case, disregard my criticism. Anyway, again, very nice job!
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Old 03-10-2008, 06:49 PM   #25 (permalink)
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no Ghostscapei dont think they did in gears either, might have been cos its very story driven, so the characters are often talking and gesturing with their hands, it will be more difficult to rig as the vertices on the arm are very close to the torso, to combat this ive modelled him with very wide shoulders, when i rig him i can simply scale a torso bone in a little to lessen this effect (dont worry ive tested it lol, it does work)

Thanks for picking up on the finger thing Fuzzball, originally they were correctly proportioned but ive just realised that i adjusted the edge loops at one point and cloned the finger that id done that on, i guess i forgot to re-adjust the lengths so thanks! Also i guess the trousers are a little on the baggy side, im not really going for a "ghetto World War fo shizzle" theme so ill change that lol

ive had some other units lately (there'll be a post of a snowy cabin of mine up in the Wip section hopefully) but ive worked on texturing for a few hours and this is what i have so far - the base colours are almost all in (except for on grey areas) but a lot of dirtying up is needed:





Its still a Wip but comments welcome, havent been able to work on him since i did all that modelling so really want to crack on!
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Old 03-10-2008, 06:57 PM   #26 (permalink)
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Dont know if anyone said it but his shoulders are way to wide.
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Old 03-11-2008, 07:01 AM   #27 (permalink)
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if you read the post i have mentioned this:

"it will be more difficult to rig as the vertices on the arm are very close to the torso, to combat this ive modelled him with very wide shoulders, when i rig him i can simply scale a torso bone in a little to lessen this effect (dont worry ive tested it lol, it does work)"
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Old 03-11-2008, 07:02 AM   #28 (permalink)
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though i do want the character to have a broad, wide frame so he will still have wide shoulders, just not so pronounced

Last edited by Zeus; 03-11-2008 at 07:04 AM.
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Old 03-17-2008, 06:12 AM   #29 (permalink)
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ok i havent been able to spend much time on the character, prob about a day in all since my last post, but ive finished the texture work on him and also finished modelling, uvw unwrapping, normal mapping and partly texturing the gun model, heres some screens:









i also pulled the shoulders in so he is now not too overly bulky. ill get some screens of the weapon up later today hopefully once the specular map is done. Comments and crits welcome
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Old 03-17-2008, 06:02 PM   #30 (permalink)
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Right well ive worked on the weapon texture today. The gun itself is only 1476 triangles so i wanted most of the detail to be held in the normal and texture maps - it uses 1024 x 1024 diffuse, spec, normal and emmissive maps (emmisive for the torch light) Here's some screens:







Comments and crits welcome, i know this post has dragged on but i really appreciate anyones input
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