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Oddball

07-07-2007, 06:34 PM#1
erwtenpeller
...is what i called it.

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Started off as a topology practice (trying to get all my polygons as quads, its hard) but gotten completely out of hand. At first it was some ogre or something, but now i just dont know anymore. My latest estimation is the reproduction of an ogre and a wyvern?

624 Polygons.

I might attempt to animate this model myself, i want to learn sometime, and this one has a pretty basic shape to begin with if you think away all the trinkets.
Attached Images
File type: jpgWIPWyvern6.jpg (230.3 KB)
07-07-2007, 07:24 PM#2
Whitehorn
No thighs?
07-07-2007, 07:26 PM#3
Dionesiist
Nevar!
07-07-2007, 09:26 PM#4
Rinpun
Wow it is a lion.

How are you going to animate it? His forearm takes up 75% of his total arm which is going to be odd to animate. Would he walk like an Ogre, or like a lion, because his feet aren't shaped for quadrupedal movement.
07-08-2007, 08:14 AM#5
TDR
You know, you gotta keep all polygons quads only when you apply a mesh/trubosmooth modifier on top of the mesh. In game art triangles are more than ok.

And please tell me you converted it to editable mesh just to take the screenshot, right? I mean you stopped modeling in editable mesh, right?
07-08-2007, 10:48 AM#6
erwtenpeller
No, i model in editable mesh. I just really dislike editble poly for its lack of "turn edge", wich is the modt fantastic tool of all time. I tried modelling in editable poly, but i just got frustrated for lack of that tool
07-08-2007, 11:00 AM#7
Rao Dao Zao
Quote:
Originally Posted by erwtenpeller
"turn edge", wich is the modt fantastic tool of all time

<3
07-08-2007, 11:11 AM#8
Pheonix-IV
Ewww, he models in editable mesh, eww eww eww.

Anyway, this is totally a miniture Beastmaster. Like what you'd get if Dwarves could be Beastmasters.
07-08-2007, 03:42 PM#9
erwtenpeller
I'm not that satisfied with it yet. The idea is though to make it a rediculously versitile model, have a simple base and all kind of alphaeble things on it like the horns, the manes, the ears, the hair on the arms, possubly some armor i might add, etcetera.

Then people can skin this model in a wide veriaty of things, from a chaos orc to a sea giant.

Also, could someone please exaplain to me why i should use editable polygon and why that has such good advantages? i mean i tried it a couple of times, but i just get really frustrated and convert back to editable mesh, just so much more pleasant to work with. Isnt it just a case of what you prefer?
07-08-2007, 04:53 PM#10
BlinkBoy
Quote:
Originally Posted by erwtenpeller
No, i model in editable mesh. I just really dislike editble poly for its lack of "turn edge", wich is the modt fantastic tool of all time. I tried modelling in editable poly, but i just got frustrated for lack of that tool

You can always add an Edit Mesh modifier to the the meshes, that way you can model in editable Poly and use Mesh tools.
07-08-2007, 07:55 PM#11
TDR
erwt you're a sucker. Editable mesh is old and shitty, dating back to max 1 or 2. It lacks tons of features, especially selection features. You can't select edge loops or rings, you can't convert edge selection to polygon selection or vert sel. to poly sel. etc. You can't connect edges (which is EXTREMELY important in modeling for adding edge loops), you can't target weld, you can't use the bridge tool, and you can't use edge/face constraint and no quick slice. To sum it all up, it's shit.
07-09-2007, 06:53 AM#12
erwtenpeller
I have no idea what most of those actually do, and you CAN use target weld. The point is, can editable poly use turn edge? I really find this to be the most handy tool of all time. For low poly modelling, at least. Making hidden edges visible and vica-versa is also a treat.

So explain to me what all those silly names you just summed up actually do?
07-09-2007, 08:41 AM#13
TDR
You should look those things up in the user reference guide, it explains them there much better than I could ever do.

Editable poly does have the turn edge tool, but it can only turn the invisible edges (like if you have a quad you know it's divided virtually into 2 triangles, and you can basically turn the diagonal of that polygon to tweak how the mesh is smoothed when all polygons are in the same smoothing group for example). I personally don't understand how you find turning physical edges a great tool, but hey there ar as many methods as there are artists :P

Oh and one more thing, you say it has target weld but the very handy Ctrl+Shift+w keyboard shortcut doesn't work for it in editable mesh. Nor does the Alt+c shortcut for the Cut tool which drastically increases your speed.
07-09-2007, 09:02 AM#14
erwtenpeller
i never use the cut tool, it never seems to cut the place that i want to. I usually use tesselate and then weld untill i get the desired effect. I know it seems like a lot more work or whatever, but it works for me.

I'll try modelling in editable poly again sometime soon, maybe read up on the subject a little, but you really havnt convinced me yet.
07-09-2007, 09:56 AM#15
TDR
dude you must have the weirdest workflow ever.