1st REAL Model

JTR

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Shikamaru!! 1st REAL Model!!

After reading the half of Gir's tut a few days ago I wanted to do something my self... And I always liked Shikamaru and he seem quite simple so I gave it a shot.
Credits to Davidskiwan for refs... I wish I could draw that well ;)

Front/Side Flat:
http://img.photobucket.com/albums/v218/JohnnyTheRipper/Flat-Shika.jpg

Front Smooth:
http://img.photobucket.com/albums/v218/JohnnyTheRipper/Smooth-Front.jpg
Side Smooth:
http://img.photobucket.com/albums/v218/JohnnyTheRipper/Smooth-Side.jpg

I have a few question about 3dsm:
1. The Smooth errer on the knee and shoulder... How do I fix them??
2. How do I rotate the camera in Perspective?? Maybe just to as startup.
3. How do I render without smooth??
4. How do you color the polies??

Got more questions but forgot them :S Ill ask later...
 
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that looks really good, in answer to your questions.

1. its not a smoothing error. youve created new faces via extrusion or some other methid. new faces come un-smoothed. to assign them to a group, select the faces you want, then scroll down the selection menu, untill you find "polygon properties" and assign them a number (this number is the smoothing group they belong to, the default for most things is 4)

2. find the button located on the bottom right of max, called "arc rotate" if you use this in the other viewports itll switch them to user, which gets confusing, so just right click the viewport name and go - undo view rotate. you can also pan by holding the middle mouse button.

3. a better way than un-smoothed renders, is to duplicate the mesh on the spot, giving it a modifyer called push. and set the value to 0.01 (or the lowest number you can). and give the now slightly larger mesh a material with a wireframe value. Hit M select an unused material, make its diffuse and specular value black. and check the box saying wireframe :yes:

4.to colour polygons, select the ones you want a certain colour, and drag a material which youve changed to the desired colour, onto them.

a quick pointer, making the jacket as part of the mesh will make a sloppy mesh. make his shirt first, and then model the jacket over the top as a sepperate mesh/element.
 

JTR

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Won't that make the polycount quite a lot higher?? If I had to model both shirt and jacket??
Thank for the answers Gir ;) You sure do know quite a lot about 3dsm :)
 
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it will raise the count yes, but think about what your doing. it will help keep the mesh much better organized. you can also either alpha out the back of the shirt (means it wont be rendered) or delete the polies that wont be seen, either way, it nullifies that problem in-game.
 
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JTR, could you please post your shikamaru ref ?

the model looks nice
 

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UPDATE:
Added bottom part of legs and a neck plus some tweaking. And colored polies...

Flat Front/Side
http://img.photobucket.com/albums/v218/JohnnyTheRipper/Shikamaru-SideFront-Flat-1.jpg
Smooth Front:
http://img.photobucket.com/albums/v218/JohnnyTheRipper/Shikamaru-Front-Smooth-1.jpg
Smooth Side:
http://img.photobucket.com/albums/v218/JohnnyTheRipper/Shikamaru-Side-Smooth-1.jpg

The refs are from Davidskiwan's Photobucket Account... Look a few pages back where a thread was made because the original thread was deleted... There's a link...

I won't be able to made any more tonight... But 2 more questions:
1. How do I remove the large shadow at the lower leg??
2. How does I see the polycount??
 
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make the lower leg a different smoothing group to the upper leg

press 7 to see the count
 
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I couldnt find it, i dont think its there, could you give me a direct link ?

EDIT: i found it, the model looks good exept the bottom of the legs
 

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Nice man 10/10

What tool did u use for the leg ;X
 

JTR

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I made a cylinder and builded out of it... Or.... I actually think it was pbp... Don't remember.. That was yesterday.. Im not good at remembering such thing... But I think it was poly by poly...
 
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the sleve looks way too small from side view, perhapes scaling it would help
 
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well hands are sort of easy to make sine you could use your own hand has a reference, you can also model the the fingers with 4 sides, what most low poly modelers do

rest of the model is looking very good, however the bottom, back part of the leg from side view looks to boxy, try and make it more accurate to the ref
 

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wtf, why am i having such a hard time...
 
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well, dan, the models ive seen so far, the only reason you would have a hard time is lack of planning.

when your going to build a model, try to get as many pictures as possible of what you want to make, try and visualise it at every angle, draw the polyflow onto the pictures. its great practice, and youll really see the benefits of careful planning and preparation.

its like baking a cake. tiny mistakes can make an ugly cake if there are too many. and the more you prepare, the tidyer, and more efficiently youll work.

(winner of worst analogy ever award? i think so...)
 

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UPDATE:
Added head... Spike is only temp...

Front Smooth

Side Smooth


Come on people... Post post...
 
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hit alt + x and tell me if ur head perfectly fits the head ref, if not adjust it to fit
 

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