CrimsonStrife Posted September 28, 2012 Posted September 28, 2012 well should you or anyone else want them anyway, here they are http://dl.dropbox.com/u/66722078/mass_effect_3__female_shepard_n7_armour_reference__by_troodon80-d4ubrle.jpghttp://dl.dropbox.com/u/66722078/mass_effect_3__male_shepard_n7_armour_reference__by_troodon80-d4uf8a1.jpg
CaptainChar Posted September 28, 2012 Posted September 28, 2012 umm, why is male commander so pale? he looks like a zombie sorry, a husk
CrimsonStrife Posted September 28, 2012 Posted September 28, 2012 Just the way that texture ripped out...not really important tho...these were made as references for their physical builds.
CaptainChar Posted September 28, 2012 Posted September 28, 2012 Someone must make a femshep, or I need to seriously learn modelling, hell I have 3d max 6 still >.>; just collects dust, used ti for multimedia class in school for a semister and then forgot about it
Apollo Posted September 29, 2012 Posted September 29, 2012 Inyri, you are awesome. So awesome. Garyn Dakari and Inyri like this
Inyri Posted October 2, 2012 Author Posted October 2, 2012 So I tossed shep's head through zbrush (and sculpted some of the features a little better, I think) and it cleaned up a lot of the polyflow. Thoughts? Old is on the right, new is on the left. CrimsonStrife likes this
ChalklYne Posted October 2, 2012 Posted October 2, 2012 badass.. how many times did u subdivide it in zbrush to work on it? or did u? i usually import it into zbrush, then subdivide her a time er two but i find that sometimes my details are pointless when i bring it back down to the lowest subdivision, so just curious, did u subdivide and how much? also, i notice a few triangles in there i think. how acceptable are triangles? like, if i get a triangle i usually start over lol. am i a dummass? i was told wayy back in the day to model only in quads, then split into tris. but is it really as necessary as i was told in the past? like, i know for jka its all gunna end up tris anyways, so it doesnt matter, but say if u were modelling for unreal or something, are tris still acceptable or should it always be quads im not sure how that goes and sometimes i get into a pickle where i really wanna use a tri, but dont because of how i learned in the past. i think i was told the tris dont shade the same way as quads or something?
CrimsonStrife Posted October 2, 2012 Posted October 2, 2012 badass.. how many times did u subdivide it in zbrush to work on it? or did u? i usually import it into zbrush, then subdivide her a time er two but i find that sometimes my details are pointless when i bring it back down to the lowest subdivision, so just curious, did u subdivide and how much? also, i notice a few triangles in there i think. how acceptable are triangles? like, if i get a triangle i usually start over lol. am i a dummass? i was told wayy back in the day to model only in quads, then split into tris. but is it really as necessary as i was told in the past? like, i know for jka its all gunna end up tris anyways, so it doesnt matter, but say if u were modelling for unreal or something, are tris still acceptable or should it always be quads im not sure how that goes and sometimes i get into a pickle where i really wanna use a tri, but dont because of how i learned in the past. i think i was told the tris dont shade the same way as quads or something? I can answer that, as I have done a lot in Unreal. Technically it does not matter, and this is true for pretty much any engine really...you should do your best to avoid tris certainly if for no other reason than they can make inserting edgeloops a royal pain, but the only time they are a huge concern are if they are in the edgeflow for say, the elbows or knees, or other bending or heavily animated areas. Technically all Quads are made of two triangles anyway, and since most engines read them as tris, there is really no reason to worry about it...but a cleaner mesh is much easier to uvmap and animate. However I would never go out of my way to split anything into tris...let the engine do that. The shading most likely has to do with texture distribution...but I can safely say I have used meshes with tris in them, in Unreal, and have had no issues.
Inyri Posted October 2, 2012 Author Posted October 2, 2012 So I played around with some more sculpting. I have decided I like zbrush. A lot. (No meshsmooth on this time.)
CrimsonStrife Posted October 2, 2012 Posted October 2, 2012 Zbrush is sexy....Mudbox is decent too...but not nearly as nice an interface.
Inyri Posted October 2, 2012 Author Posted October 2, 2012 I'm using 3ds max and zbrush. CaptainChar and CrimsonStrife like this
Inyri Posted October 3, 2012 Author Posted October 3, 2012 Fixed the neck quite a bit and did some more shaping. bednarro, Garyn Dakari and Cloud Senatu like this
lervish Posted October 3, 2012 Posted October 3, 2012 Nice work! To me it looks as if Shepard's cheek bones aren't quite as pushed forward, though. Or it could be the err "slopes" under the cheekbones that are too deep in your model. His nose is also a bit too wide I think. This stuff won't be that noticeable if you nail the texture though, which I'm sure you will.
CrimsonStrife Posted October 3, 2012 Posted October 3, 2012 I don't know what it is Inyri, but something about his mouth seems off...might just be Max's shading though...it tends to screw with ones eyes.
bednarro Posted October 3, 2012 Posted October 3, 2012 I don't know what it is Inyri, but something about his mouth seems off...might just be Max's shading though...it tends to screw with ones eyes.I think it is the best model Shepard in the Jedi Academy world ;-) Shepard has a lot of face model so for sure it can be passed
CaptainChar Posted October 3, 2012 Posted October 3, 2012 I think it is the best model Shepard in the Jedi Academy world ;-) Shepard has a lot of face model so for sure it can be passed so far, its the ONLY shepard
CrimsonStrife Posted October 3, 2012 Posted October 3, 2012 I saying overall, not just that it looks weird compared to Shepard himself...but I also stated that I think it is just the way 3DS Max shades surfaces, this is especially likely if she is using one of the older versions...but given the dark background, I'd say she is using 2010 or newer.
CaptainChar Posted October 3, 2012 Posted October 3, 2012 id say its Max's own lighting sources screwing with the vision
CaptainChar Posted October 3, 2012 Posted October 3, 2012 thats it this is starting to creep me out, come on reapers, take me already
DaxGarson Posted October 20, 2012 Posted October 20, 2012 So any update on this thing? Been watching it for a while now and am at the edge of my seat for when it is released! :3
Inyri Posted October 20, 2012 Author Posted October 20, 2012 Been too busy actually playing ME3... shame on me. D: No plans to drop the project, though. Maybe some more updates this weekend. Garyn Dakari, CaptainChar and Botdra like this
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