ChalklYne Posted February 5, 2014 Posted February 5, 2014 Some rough drafts of Kota Militia I did over the past few weeks in the backround Circa, Archangel35757, therfiles and 4 others like this
NumberWan Posted February 5, 2014 Posted February 5, 2014 These look very good. When I saw them in TFU, I had questions, whether they had these helmets from the start, or did they adopt this uniform at later stage. ChalklYne likes this
ChalklYne Posted February 6, 2014 Author Posted February 6, 2014 moar krkarr, katanamaru, therfiles and 2 others like this
minilogoguy18 Posted February 6, 2014 Posted February 6, 2014 The feet and hands need to be redone, the feet have no ankles or any real shape to them and the hands are anatomically incorrect which will cause bad deformation. The thumb branches out from the bottom of the hand, not the side. The shoulders, elbows and hips all look like they'll deform bad, especially the shoulders, the topology really isn't right in that area. http://wiki.polycount.com/LimbTopology http://www.youtube.com/watch?v=J1mExXURsWk Homework for you. The hand modeling video is really good, a prime example why a JA modeling tutorial isn't needed, they're all over youtube, no ones looking though.
ChalklYne Posted February 6, 2014 Author Posted February 6, 2014 The thumb was modeled out of the bottom. Directly following another hand tutorial. Modeled over Kyle's hand. They are only 4 sided boxes right now. When I get to rigging the shoulders, hips, knees, or fingers I will add in an edge loop here or there where I need them. The hand is fit to the skele so I shouldn't have a problem with rigging them. IF I do I'll fix it when I get there Theres the low res mesh Looks kinda screwy I'll probably repaint him sometime. krkarr likes this
AshuraDX Posted February 7, 2014 Posted February 7, 2014 you might want to rework those handstake a look t your fingers , are they BENT that way , so smoothly ? I doubt it(if they are , go see a doctor O.o ) Bane_Ross and Tempust85 like this
ChalklYne Posted March 17, 2016 Author Posted March 17, 2016 (edited) Mesh bad. Tried again. Maybe do another quick sculpt in zbrush just to form the low res mesh better to what ill be sculpting at the end? Then after i work a basic zbrush sculpt i can export the low res mesh and unwrap it and it should eliminate stretching crap from the sculpt at the end. Sound about right? Edited March 17, 2016 by AshuraDX embedded your sketchfab model GPChannel likes this
AshuraDX Posted March 18, 2016 Posted March 18, 2016 @@ChalklYnedo it like this: take your sketchfab link -> https://sketchfab.com/models/69d90a1c9c0d4b75b433cd1ad53f27e2then put the highlighted ID number inbetween sketchfab tags [sketchfab]69d90a1c9c0d4b75b433cd1ad53f27e2[/sketchfab]and voila you embedded your model ChalklYne likes this
AshuraDX Posted March 18, 2016 Posted March 18, 2016 @@ChalklYne you could really round off that body, you're trieing to stay lowpoly, which is good - but you shouldn't stay too low either, because that will reduce the possible quality a lot ChalklYne likes this
ChalklYne Posted March 18, 2016 Author Posted March 18, 2016 (edited) Ill focus on that now and update soon @@AshuraDX what is an acceptable target tri count? I been keeping them under 3000 Edited March 18, 2016 by ChalklYne
AshuraDX Posted March 18, 2016 Posted March 18, 2016 Ill focus on that now and update soon @@AshuraDX what is an acceptable target tri count? I been keeping them under 3000I also just noticed that the hands look tiny - go ahead and use mine, they are posed perfectly for the JKA skeleton - all you have to do is import my basemesh, upscale to 156.25% fromthe world origin and everything should be in place
ChalklYne Posted March 19, 2016 Author Posted March 19, 2016 Reworked his face and a few more small things then Ill unwrap,(i.e. the neck, the back faces of the shoulder straps, etc)
ChalklYne Posted March 19, 2016 Author Posted March 19, 2016 So Ill leave this here for a few hours... if theres no further objections Ill unwrap him.
AshuraDX Posted March 20, 2016 Posted March 20, 2016 @@ChalklYne messed up normals on the left hand EDIT:@@ChalklYne check the bag on his right leg too ChalklYne likes this
Archangel35757 Posted March 23, 2016 Posted March 23, 2016 Can you show a wire-edged overlay? The ankle joints seem like they could use a little more tweaking... showing a little more krinkles in the leather?
ChalklYne Posted March 23, 2016 Author Posted March 23, 2016 You click that little box at the bottom and set wireframe to black or whatever instead of opaque. Yeah I was sitting at McDonalds this morning checking it out and felt the ankles needed work as well. This little box
ChalklYne Posted March 24, 2016 Author Posted March 24, 2016 Almost done unwrapping...wont be texturing too much right now... Going to set up heirarchy and caps and get him positioned correctly next. GPChannel and dark_apprentice like this
ChalklYne Posted March 24, 2016 Author Posted March 24, 2016 Ill unwrap his backpack tomorrow dark_apprentice and GPChannel like this
ChalklYne Posted March 24, 2016 Author Posted March 24, 2016 So Ill leave his textures like this and hope a few people want to help church it all up before release. I struggle with texturing and want to keep the momentum right now. And the face Going to fine tune some stuff then dropbox his textures and an .obj.Once I gett he heirarchy all set up and caps and tags and what not ill upload the xsi file and call him "done". Hoping to get some help rigging/texturing at the end of it all once the material is all out. ID like to sculpt them but Zbrush R4 has a problem exporting UV coordinates so Ill just come back to that or work around it after all characters are modeled. dark_apprentice likes this
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