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Big Mamma

08-08-2006, 04:24 PM#1
erwtenpeller
there we go, i've started creating a model again, hopefully for chris to animate. I post this WIP becouse theres still a couple of things i need to figure out on this one.

The back is reather blank as it is, i'd like to do something with that, but i wouldnt know what :<

Also, seeing that my tablet is broke, i'll only be able to make a really crappy skin for this. I'd like to hereby ask if anyone would be willing to redo the outline i put down.

Also, any tips on what the best way is to make a portrait model and facial unwrap?

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and the concept:

Attached Images
File type: jpgBigMamma.jpg (172.7 KB)
08-08-2006, 05:01 PM#2
TDR
if you have max 8, then for almost every unwrap use the new pelt mapping feature, it saves a shit load of time. If not, for the face, first add a UVW map modifier and chose "spherical", then add an uvw unwrap modifier and edit the map so it fits better.
08-08-2006, 05:10 PM#3
erwtenpeller
i usually unwrap by hand, face-by-face, makes a perfect wrap.

The problem is though, that i need a portrait model right? What would be the best way to make that? copy this head to a new file and add more details, unwrap that, and then make the wrap of the face on the model fit the portrait unwrap?
08-08-2006, 05:13 PM#4
TDR
the portrait dosen't necesary have to be in a separate scene, you can make a portrait on the model itself. Just add a camera focused on the head and use the "portrait" tags for animations on the dope track thing.
08-08-2006, 05:23 PM#5
erwtenpeller
butv wont that look awkward in-game, to have the face have much more detail then the rest? i mean, thats most likely why blizzard makes seporate models for portraits right?
08-08-2006, 06:04 PM#6
Rao Dao Zao
Satyr models have portrait faces on the model (except low-detail versions). The point of a seperate portrait model is that you can cram in more details for the same polygon count, but it doesn't matter that much. The cinematic hero models like Arthas and Jaina have "high-poly" faces on the normal models.
08-08-2006, 06:05 PM#7
Chriz.
Yes it is. Ive done what TDR suggested for a model before and it came out fine. Thing is, it didnt have to move its mouth or anything (it didnt have a mouth) so it works.

Although, I think for this model it would be nicer to see a more detailed face, I'd like some practise animating more complex things like facial expressions anyway ^^
08-08-2006, 06:07 PM#8
THE_END
Ohh..a big troll mom..scary! ahaha
08-08-2006, 06:11 PM#9
erwtenpeller
so i shall detail the face. Thanks for feedback.
08-08-2006, 07:17 PM#10
Dionesiist
This could've been based on Tharazune on Wc3search, but I guess it will be much better this way. GJ A female ogre would do well.
08-08-2006, 07:28 PM#11
erwtenpeller
when i'm fully done with this, it'll neeeed custom anims, trust me :)
08-08-2006, 07:32 PM#12
TDR
Quote:
Originally Posted by Dionesiist
This could've been based on Tharazune on Wc3search
buzz off with your sick geomerging/model editing. get blender or 3ds max and learn to use it allready. You'll never return to geomerging again after that.
08-08-2006, 08:02 PM#13
Chriz.
Quote:
Originally Posted by erwtenpeller
when i'm fully done with this, it'll neeeed custom anims, trust me :)
Erwt wants things to jiggle methinks -_^
08-08-2006, 08:45 PM#14
erwtenpeller
ofc...

AND, the babie must be animated! +D

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Attached Images
File type: jpgBigMammaF.jpg (144.5 KB)
08-08-2006, 08:46 PM#15
Chriz.
Nice touch, you just have to make things difficult for me eh? : P