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Author Topic: [General] Custom made models  (Read 233959 times)
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Spex130
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So very Spexcellent.

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    « Reply #240 on: June 14, 2013, 04:51:07 AM »


    The holes on the shoes' soles could be darker, adding more depth.


    Hey, thanks man. (Forgot to say Velen helped settle my questions via PM).

    Anyways, I kind of made this for my own amusement, but since it's done I'll show it.



    Expressions! This isn't all of them (Pit has an AngerFace and a NormalFace too) but the ones that are there make a nice expression. Like an RPG talking box or something, lol.

    ALSO, QUESTION. Since it's on pit, what do you guys think his weapons should be?
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    Iwvi
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    « Reply #241 on: June 15, 2013, 05:48:45 PM »


    Give him hook blades. He looks like he would use hook blades. If you want to be funnier, give him cheese weapons and rat trap shield. He is a mouse or rat, isn't he?
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    Spex130
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    « Reply #242 on: June 15, 2013, 06:20:46 PM »


    Give him hook blades. He looks like he would use hook blades. If you want to be funnier, give him cheese weapons and rat trap shield. He is a mouse or rat, isn't he?

    I like hook blades. Hook blades sound cool. Between funny and cool, I think cool would be pretty cool.
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    the_randomizer
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    « Reply #243 on: June 15, 2013, 10:27:01 PM »


    Alrighty then, I found a 3D model that shouldn't be super complex to work on Cheesy



    I figured this would be a good model for me to start learning 3D modelling with; his shapes are more or less pretty basic, leaving only his tail and head to be the trickier part.  
    « Last Edit: June 15, 2013, 10:28:33 PM by the_randomizer » Logged

    Garry Moore™
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    « Reply #244 on: June 23, 2013, 10:16:28 AM »


    I'm pretty green to modeling. I'm making this right now. It has no textures at the moment. The model itself isn't finished yet either. All tips or suggestions are welcome.

    Model w/o Edges


    Model w/ Edges


    *I do plan to lower the polycount on the "tie" part of the cape, as well as add a crease or two in it to make it look more realistic. Currently, I'm at approximately 4800 polygons.
    « Last Edit: June 23, 2013, 10:18:40 AM by gokuguy » Logged

    If you can read this, raise your resolution. Bigger isn't always better!

    BlueBrain
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    « Reply #245 on: June 23, 2013, 10:30:51 AM »


    original character?
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    Garry Moore™
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    « Reply #246 on: June 23, 2013, 10:59:51 AM »


    original character?


    Mine? No. Its a WIP model of Jinx from Mario RPG, based on the render Nintendo put in the strategy guide.
    http://www.mariowiki.com/images/thumb/c/c9/Jinx_SMRPG.png/150px-Jinx_SMRPG.png

    Like I said, any suggestions are welcomed.

    EDIT: I noticed the flat spot on the head, and have fixed it now.
    « Last Edit: June 23, 2013, 11:06:18 AM by gokuguy » Logged

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    « Reply #247 on: June 24, 2013, 01:58:30 AM »


    Cape seems incredibly high poly, not just the tie part.
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    Garry Moore™
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    « Reply #248 on: June 24, 2013, 11:13:05 AM »


    Cape seems incredibly high poly, not just the tie part.


    Haha, it is. Kinda funny, as I've actually already cut the poly count on it once XD. Here, I've cut it down to about half of what it had. Here are some pics of how it looks now. I have only put the links up to them because I wanted to make sure I didn't lose any quality in the pics this time (I noticed it was kinda hard to see things on my other pics because of that)

    http://imageshack.us/a/img208/7200/1ok.png

    http://imageshack.us/a/img822/8091/e11u.png

    If its still too much, I can try to cut it down further, but I know that when I cut it down a certain way the first time, it ruined the curves in the cape.
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    Gamma Ridley
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    « Reply #249 on: June 24, 2013, 11:21:40 AM »


    Is it 4800 polys total? If it is, you should be ok, I'm pretty sure Mario is around 6000, so there shouldn't be any lag problems.
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    Garry Moore™
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    « Reply #250 on: June 24, 2013, 01:40:04 PM »


    Is it 4800 polys total? If it is, you should be ok, I'm pretty sure Mario is around 6000, so there shouldn't be any lag problems.

    Yes, that was a total. The last cape optimization cut out over 500 polygons as well.

    **On a side note, does anyone know what character has the lowest amount of polygons, and approximately how many they have? I figure if I follow that guideline, I'll never have issues.**
    « Last Edit: June 24, 2013, 01:42:29 PM by gokuguy » Logged

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    russmarrs2
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    Wahaa...

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    « Reply #251 on: June 24, 2013, 07:44:30 PM »


    Don't worry about ProOptimizing the cape as much, focus on ProOptimizing the rest of his body, for example, his head and his hands are only spheres, which means the can be ProOptimized to about 20% and still look the exact same, and same goes for his arms and legs, since they're cylinders. You can still go up to at most about 15000 polys on all the characters though, whether they're low poly or not. Kirby is probably the lowest poly though.
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    Garry Moore™
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    « Reply #252 on: June 24, 2013, 08:15:45 PM »


    Don't worry about ProOptimizing the cape as much, focus on ProOptimizing the rest of his body, for example, his head and his hands are only spheres, which means the can be ProOptimized to about 20% and still look the exact same, and same goes for his arms and legs, since they're cylinders. You can still go up to at most about 15000 polys on all the characters though, whether they're low poly or not. Kirby is probably the lowest poly though.

    Ok, then I'm just fine right now. Thanks.
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    russmarrs2
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    « Reply #253 on: June 25, 2013, 12:23:08 PM »


    no problem Grin
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    Peardian
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    something

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    « Reply #254 on: July 01, 2013, 07:57:39 PM »


    I've made a monster.



    Yes, I did use Pit and Meta Knight's wings, but this is a special case.
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