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Posted: Thu Jan 31, 2008 6:47 am
by flametard
Image

I didnt like the unevenness of the scales so i redid the scale mail texture. its not as shiny as the last one but that should change once i set the appropriate vehicle settings.

Posted: Thu Jan 31, 2008 10:53 am
by Fooli
Okidoki.

- I actually prefer the first scale texture
- for me the leather doesn't work at all, but I guess it's all subjective :)
- it's all looking a bit clean... needs shadowing and dirt and stuff, but I guess it's early days yet
- I've tweaked the model somewhat in the face area to make it look more... well, human, really :) Won't need a texture change.
- I've also removed the 3d eyes cos no-one will really see em that much and I need to save polys. At 3000+ it's still way too complex for what it is (ie... lots of polys, but no apparent detail in the mesh - ho hum)

Image

f

Posted: Thu Jan 31, 2008 4:34 pm
by flametard
OK,
I agree i liked the first scale better, so I sent you a final edit of the scalemail which is just a fixed version of the first scale texture. evened out the scales that were bothering me and cleaned up some of the seams.

as for the new face... i like how you got rid of the eye thing, but as for the rest of the changes to the face....mm... he looks too british :lol: . doesnt look like the model i used for the texture anymore. and the open mouth is a bit funny. anyway you slice it, id say our combined efforts produced a model that's one of the best this galaxy's ever seen! woo!

and i dont care what u say, i think the leather armor is dope.

Posted: Thu Jan 31, 2008 4:47 pm
by Fooli
"looks too British" - heh. How many American medieval knights have you ever seen :p

The open mouth is necessary (at least for now) - so a) you can paint inside it and see what it looks like (now possible) and b) so I don't keep welding the lips together :)

I'll close it back again before it's done.

As for the face/model thing... well, the face on the original model didn't look anything like the face on the texture, and - especially from the side - it was a pretty poor approximation of a humon been. So it's changed and that's that :) U could always re-do the face if u like... I'll send an update.

f

Posted: Thu Jan 31, 2008 5:13 pm
by flametard
ah i was just giving you a hard time. anyway, cant wait for the finished animations! k imma get back to xebec and finished up there while i still have some free time. hopefully i can get it up and running by tonight... alllllmost done.

Posted: Thu Jan 31, 2008 5:48 pm
by zaroba
that looks really nice fooli.

although, i'm still waiting to see you make characters out of you and mit :P

Posted: Thu Jan 31, 2008 9:34 pm
by Fooli
Actually I'd happily try making faces of anyone in the community, if they wanted - I need the practice :)

I can't do me unless I can find someone to take good source pics; and I can't do mit, because (little-known fact about mit #43) he's incompatible with cameras. The light just bends round him or something :)

f

Posted: Thu Jan 31, 2008 10:34 pm
by zaroba
wha? you don't have a digital camera or webcam that can take pics of yourself with?

hmm...imagine the model possibilities that could be obtained with a 3d scanner. get a hold of a couple hundred different toy cars, scale buildings, soldiers, etc, and have all the models you could want :P

Posted: Thu Jan 31, 2008 11:33 pm
by Fooli
Of course I do. The point is, I can't take pictures of the side of my own head. Or the back, come to that :)

http://www.worldforge.org/project/newsl ... eadTexture

That series of pics at the top of the page is the sort of thing you need to create "actual" 3d models of faces: at the very least, front-on and side-on views of the face, and then as many other angles as possible. They have to be the same size and scale, as much as possible, and ideally they're high resolution enough to use them as textures after the modelling's done.

Like I said, a bit tricky to do yerself :)
f

Posted: Fri Feb 01, 2008 1:09 am
by fhko
You can't position the camera on a desk or something, set the timer and kneel at the appropriate angle in front of it?

Posted: Fri Feb 01, 2008 1:22 am
by Fooli
Only in theory... in practice (and I've tried all sorts of similar things) it ends up being crap. Has to be very accurate (perfectly side on, perfectly front on etc) for it to be any use. Cos what you do (in very brief terms) is apply those photos as textures, to two intersecting planes in your modelling prog; then use those as templates to build the actual 3d face/head. If the photos are off, the model is off, which kinda defeats the point..

f

Posted: Fri Feb 01, 2008 2:49 am
by zaroba
get a friend to snap the picture :P