Adding a new dimension

A place for any sort of art you have done.

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Tom Flapwell
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Postby Tom Flapwell » Tue Apr 24, 2007 3:31 am

I'm not feeling the love.
Sometimes it's hard to give love to an unfinished project. Heck, I used to offer no opinion on movies until the credits rolled, and I wasn't alone in that.

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VenM2
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Postby VenM2 » Tue Apr 24, 2007 9:47 am

I see, well thanks for the info then.
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VenM2
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Postby VenM2 » Wed Apr 25, 2007 8:14 pm

New update again. Millie is getting close to completion mesh wise... In case your wondering she is naked because I want to try making her overalls work by using the physics engine. Also she doesn't have a custom texture yet and only uses polygon material mapping which doesn't work well on these kinds of models. I also got some reference material and modified the head a bit.

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Luke B.
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Postby Luke B. » Wed Apr 25, 2007 8:36 pm

Woah, this is coming along much faster than I expected it to, awesome work. Is the neck supposed to look like that? Oh, and would it be a model you'd be willing to share down the road? Heck, with all the rumors of a fanmade O&M game etc., huh. *mind goes blank for a sec*

Anyway yeah, are you planning to do an "Ozy" model as well? I suppose you'd just change the texture for him, but, then again, his body is noticibly different than Millie's in some of it's xyz coordinates.

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VenM2
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Postby VenM2 » Wed Apr 25, 2007 9:37 pm

It is coming along fast mostly because I have nothing else to do for 6 hours before my next class begins every monday and wednesday. So as of now I have logged in about 15 hours of work on that model. And yes I do plan on sharing it... IF you have 3DS Max 8 or above or such because it is otherwise useless on anything else.

The neck was not welded to the body and so it was outlined. I'm currently making the hands and I have to rework the tail a little. And yes, if I get the time I will make an Ozy too.
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VenM2
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Postby VenM2 » Wed Apr 25, 2007 10:19 pm

New Update:

Since the professor failed to show up, I decided to stay a while longer to work on Millie. I have made the hands and welded everything for this display. Still naked however my new CPU should have arrived today so it should be quite interesting to play around with this later on. As usual, no texture yet. only patch materials. meaning I select patches on the body and apply a material to them. The Cel Shading is still cool. If you are wondering about the legs, blame my reference, her body was basically a bean and short legs.

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osprey
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Postby osprey » Thu Apr 26, 2007 5:10 am

VenM2 with the skills! That's far better than I could do, very nice. I gotta get in to 3DS Max (have been wanting too for a while) but that looks like it will eventually be of game quality.
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OK. pants it. I lied. It's drum and bass. What you gonna do?

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Chris
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Postby Chris » Thu Apr 26, 2007 5:31 am

Real sweet Donnie! :wag:

Oh yeah, You could use the millie from the cast page as a reference :)

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VenM2
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Postby VenM2 » Thu Apr 26, 2007 9:41 am

VenM2 with the skills! That's far better than I could do, very nice. I gotta get in to 3DS Max (have been wanting too for a while) but that looks like it will eventually be of game quality.
No it is too detailed currently. At over 30,000 polygons a game will strain the computer to the limits. Unless I reduce the mesh topology it is going to be quite high.

And as good as the cast page is, I need a front and side view to be accurate and I haven't searched for a front view yet.
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VenM2
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Postby VenM2 » Thu Apr 26, 2007 5:48 pm

New update once again:

Millie has clothes now and I figured out how to get the physics of the overalls to work. It will come in handy if she would be moving. Again, no texture yet, no time today.

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This is a realistically rendered version with no cel shading. You now have an idea of what the actual geometry looks like. Sometimes, geometric mistakes are easily hidden with cel shading so don't complain, it was hard to make this model.
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Tom Flapwell
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Postby Tom Flapwell » Thu Apr 26, 2007 5:51 pm

When you finish the next step, I will consider her complete enough to hug.

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VenM2
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Postby VenM2 » Thu Apr 26, 2007 7:02 pm

Indeed :wag: . The skin shouldn't be too hard. After all she is mostly solid colors. The hard part will be the actual unwrapping of the UV coordinates. UVs are what is used to determine how a texture is applied to a polygon. If the UVs are distorted relative to their original form (turning a perfect square into a rectangle) the polygon will have a distorted look to it. Again shouldn't bee too much of a problem since O&M characters are mostly solid.

And I just noticed a problem... the ears suck... I need to make new ones. Such is the difficulty with this endeavor. What may appear good in 2-D is a completely different story in 3-d.
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Tom Flapwell
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Postby Tom Flapwell » Thu Apr 26, 2007 8:15 pm

:!: Say, she needs white fur in the front.

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VenM2
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Postby VenM2 » Thu Apr 26, 2007 8:19 pm

That is where the texture maps come in. I have to unwrap the UVs to apply a texture.
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Blue Blur
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Postby Blue Blur » Thu Apr 26, 2007 11:14 pm

Doesn't 3DS Max have texture painting? I know Blender does.
I'm here, you just can't see me!

Triggerpoint is my not so new webcomic, and currently under heavy work before it resurfaces.


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