Fury Playermodel

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Sun Nov 02, 2008 5:26 am

  • Did some quick modeling earlier. Here's the first of a series of mecha models I will (hopefully) do for Nexuiz.

    Fury. Currently at ~1.5k

    ImageImage
    Last edited by Oblivion on Sun Nov 02, 2008 5:07 pm, edited 1 time in total.
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    Oblivion
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Sun Nov 02, 2008 11:26 am

Sun Nov 02, 2008 12:23 pm

  • For a moment there I thought it said "furry playermodel" :lol:

    Looking good so far, like the head / thingy surrounding the head design.
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Sun Nov 02, 2008 12:35 pm

  • I think the pelvis is a bit too broad. Or it seems to me like that because of the pose right now.
    But i like the design. Looks fast \o/
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Sun Nov 02, 2008 2:05 pm

  • This looks great :D Keep up the good work.
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Sun Nov 02, 2008 2:23 pm

  • !Nice work. Aesthetically, I'd say the legs need less blocky segments, but it looks good as it is.
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Sun Nov 02, 2008 2:50 pm

  • I like the part from the hips and up, especially the torso, really good. I like the feet as well but perhaps add something to them to make them a little characterized and stand out from the 'basics'.

    Also, any reason you made it transparent? It makes it a bit harder too actually see what the models looks like. One good general rule is have one screen that shows off the model then some special screens, such as this transparency, colors and whatnot. But good model, I would only suggest redoing the legs a bit, they don't really fit with the style of the torso and the arms IMO.
    One last thing, the elbows, if you wanna call them that, looks a bit thin and not sturdy. The arms in general look too small compared to the legs. I'm aware that a robot would need crafty legs to hold all that weight, but also bigger arms to hold big guns.
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    ai
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Sun Nov 02, 2008 3:27 pm

  • Reminds me of a boss from the MegaMan X series.
    I like :mrgreen:
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    HarryButt
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Sun Nov 02, 2008 5:06 pm

  • Comments noted. Will redo the arms and legs then :)

    Truthfully was very sleepy yesterday so got a bit lazy with the arms and legs. Brawnier arms and less... erm... rubenesque/blocky hips/legs. :P I'll try to give them the same smooth streamlined look of the torso and head.

    ai, here's an earlier opaque render, including a quick test smoothing. I often render untextured models out transparent to show the polies and wireframe.

    ImageImage

    P.S. Edit, I meant 1.5k polies, NOT 1,500,000 polies. LOL :oops:
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    Oblivion
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Sun Nov 02, 2008 6:10 pm

  • I love it :shock:
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Sun Nov 02, 2008 7:03 pm

  • Yeah, this just confirms that the arms and legs doesn't match and the arms needs to be a bit bigger. The smooth at this stage doesn't look good and the lowpoly looks better. However I do see a few normal issues, even noticed it on the transparent model but didn't say anything. Of course, in an intense action and with textures this would probably not be noticed anyway.
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    ai
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Sun Nov 02, 2008 8:33 pm

  • I think only the lower legs and feet look better in the smooth version, and I think this effect can be achieved with normal+bump mapping in game. The upper legs, mostly at the pelvis end are the only parts that appear a little out of place compared to the rest of the model (they look bold and blocky as opposed to smooth and flared).

    Great stuff!
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Sun Nov 02, 2008 10:04 pm

  • Indeed. It's hard to make realistic joints especially with a polycount limit. Anyway. Slimmed down the legs and made the arms a bit larger. The smooth was an experiment, haven't really set the smooth groups to make it effective. Shading errors due to the low facecount can be camouflaged later on with bumpmaps and textures. Rendering a normal map will help too.

    It's female, if you guys haven't noticed it now, LOL, so I have to keep the slim figure

    Anyway, some renders of the renovated model, one with a faux pose:

    ImageImage

    ImageImage

    Still not happy with the abdomen/thigh joint and the thighs/calves. Meh.
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    Oblivion
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Sun Nov 02, 2008 11:30 pm

  • already loving it :D I do feel the thigh part could use some change, maybe some curved armour plate, like over the torso?

    Taiyo.uk wrote:For a moment there I thought it said "furry playermodel" :lol:

    Looking good so far, like the head / thingy surrounding the head design.

    .. so did me :P

    good work keep it coming =)
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Sun Nov 02, 2008 11:35 pm

  • Lol, same- at first I thought MirceaKitsune was building a playermodel :D
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Mon Nov 03, 2008 2:25 am

  • The helmet looks somwhat phallic, but other than that it's fantastic.
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    kozak6
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Mon Nov 03, 2008 7:08 am

  • I think the main problem with the thigh area is that the whole body is pushed back in. The torso is connected to the backer part of the thighs so it makes them stick out.
    Although I like the bottom part of the torso, if it were my I would redo the waist/upper thigh area. But that's just me, I would sketch a few solution of how this robot would move. The waist area would need to be flexible in order for it to more with perfection. But I'm also that kind of guy who needs to have blueprints of every single detail in any Mechs or robots I do. I want to be as realistic but yet futuristic as possible, I need to know how my robots would move and make them do it with least struggle :)

    That's just my input, I'm not saying you should do this but if you're going to stick with the current thing bringing the torso to the front a bit might help out with the thighs.
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Mon Nov 03, 2008 1:54 pm

  • ai wrote:I think the main problem with the thigh area is that the whole body is pushed back in. The torso is connected to the backer part of the thighs so it makes them stick out.
    Although I like the bottom part of the torso, if it were my I would redo the waist/upper thigh area. But that's just me, I would sketch a few solution of how this robot would move. The waist area would need to be flexible in order for it to more with perfection. But I'm also that kind of guy who needs to have blueprints of every single detail in any Mechs or robots I do. I want to be as realistic but yet futuristic as possible, I need to know how my robots would move and make them do it with least struggle :)

    That's just my input, I'm not saying you should do this but if you're going to stick with the current thing bringing the torso to the front a bit might help out with the thighs.


    Heh. Gotcha. Was already thinking about that actually. The abdomen just doesnt work. I need to remake it. Major renovation up ahead. I actually have a concept (hand-drawn) which I didn't follow much heh :wink: I'll see if I can stick to it this time.
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    Oblivion
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Mon Nov 03, 2008 3:00 pm

  • Daaamn, looking good. I do agree the torso does look a little funny but otherwise, daaamn. Widen out / give the torso and chest more detail and this thing is magic.
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Mon Nov 03, 2008 6:04 pm

  • I wish, this thing would have metallic gibs :cry:
    Is there some kind of possibility to have separate gibs for robots in the next release?
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Mon Nov 03, 2008 6:39 pm

  • HarryButt wrote:I wish, this thing would have metallic gibs :cry:
    Is there some kind of possibility to have separate gibs for robots in the next release?

    Model-specific gibs would be a great improvement - robots exploding into their component parts amidst showers of sparks and hydraulic fluid would, for want of a more sophisticated adjective, p\/\/nZ0r!!1.
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Mon Nov 03, 2008 8:08 pm

  • I like it. I'm -trying- to learn to use blender at the moment but its not going well. I dont have a damn clue what I'm doing. Need to follow through on the tutorials rather than getting bored and messing around. The interface is just so damn complex.
    Possibly not the worst mapper in the world.

    A blog of random pish:
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Mon Nov 03, 2008 11:46 pm

  • Ok few more hours progress.

    Redid the entire lower torso and legs. Forearms still not done. Made it shorter with more realistic proportions. The torso will be textured to be metallic mail so it can twist at the waist instead of having to put in another joint.

    Current model at left, old model at right:

    ImageImage

    ImageImage

    ImageImage

    Anyway sleep.

    @Sepelio, I wouldn't recommend learning 3d first in blender. The UI is horrible. And I'm being objective. LOL It confuses even experienced modelers much less those wanting to learn.

    EDIT: I think it's much nicer with a thinner 'frill', the wider frill makes it look... draggish. ROFLMAO. I'll scale it back as per original model.
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    Oblivion
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Tue Nov 04, 2008 5:19 pm

  • The models looks nice I must say, you've really improved it.

    Blender isnt too bad so far, I think I'm going to work my way through the tutorials. Its just remembering all the keyboard shortcuts and what clicking while pressing shift + xyz does.
    Possibly not the worst mapper in the world.

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    Sepelio
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Tue Nov 04, 2008 9:47 pm

  • Wings3D has a very simple and easy to learn UI.
    I agree that Blender's moar-buttons-than-KDE UI is, to put it lightly, a culture shock to anyone who's used a computer before but it is l33t once you've become accustomed to it.

    Unfortunately, 3D modeling isn't the easiest subject to learn irrespective of the software you're using.
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Wed Apr 08, 2009 6:57 am

Wed Apr 08, 2009 7:58 am

  • morfar wrote:Bump.
    Is there any news on this model? It looks very nice and would like to see it in-game. :P


    Oblivion seems to have just completely dropped off the face of the internet as of a few months ago.
    He probably got hired by an artistic company.
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