Gotenks WIP

New Member
Joined
Aug 2, 2006
Messages
90
Best answers
0
OK...my second model post here so i'll just get right to it...i decided to stop gohan due to no reason to finish it cause of....(nevermind)

Ok so i decided to start on gotenks. The way i started it was from the bottom of the stomach is...like the bottom of the six is...and worked my way up. I didn't get to the hair and the reason there is no neck is cause i didn't like how it looks so i just decided to make it later. I am not too good with hair so thats going to be the hardest hard for me to make, The gohan was just a newbish way of doing hair i guess cause under the hair and head is really where i just made like a box and extruded it. The way i made the head was by using a ref on the side view and drawing it with the line tool and just extruding it and putting it together half-way and just mirroring it...not symettry cause that just screws things up. If you have any advice or tips on how to easily make hair that would be much appreciated. i plan on doing the vest thing last. i still have to fix the head on the side but whatever for now. Here is the screen.



Hope its not bad(i think for a start i have way to many polies(poly:834)) :]
 
New Member
💻 Oldtimer
Joined
Mar 25, 2002
Messages
1,578
Best answers
0
Location
Estonia, Tallinn
lol he has bigger boobs than Android 18 XD

So far so good, let's see how this will turn out, though i really doubt that if u keep up using so many pollies Gotenks wont make it ingame.
 
New Member
Joined
Aug 2, 2006
Messages
90
Best answers
0
well i guess when i am done i can take out all the unessecery polys which there are alot on the face and otherones
 
New Member
💻 Oldtimer
Joined
Sep 11, 2005
Messages
3,746
Best answers
0
scope said:
OK...my second model post here so i'll just get right to it...i decided to stop gohan due to no reason to finish it cause of....(nevermind)

Ok so i decided to start on gotenks. The way i started it was from the bottom of the stomach is...like the bottom of the six is...and worked my way up. I didn't get to the hair and the reason there is no neck is cause i didn't like how it looks so i just decided to make it later. I am not too good with hair so thats going to be the hardest hard for me to make, The gohan was just a newbish way of doing hair i guess cause under the hair and head is really where i just made like a box and extruded it. The way i made the head was by using a ref on the side view and drawing it with the line tool and just extruding it and putting it together half-way and just mirroring it...not symettry cause that just screws things up. If you have any advice or tips on how to easily make hair that would be much appreciated. i plan on doing the vest thing last. i still have to fix the head on the side but whatever for now. Here is the screen.



Hope its not bad(i think for a start i have way to many polies(poly:834)) :]
Keep the chest, it looks about right.
 
New Member
✔️ HL Verified
💻 Oldtimer
Joined
May 28, 2006
Messages
1,094
Best answers
0
Seems to me that the forehead is too pointy. If I were you I'd move those two vertices 2nd from the top in the middle forward to create a smoother transition.
 
New Member
Joined
Jun 21, 2004
Messages
396
Best answers
0
*poofs the ref*

You should probably start from scratch again. The model has a bad start and by redoing it by following some decent refs you can get a better feel for your polys and how to use em because the count is wayyy to high to do anything with. If you need references many artists have posted wireframes around of how they use their polys in this forum
 
New Member
Joined
Jun 20, 2005
Messages
472
Best answers
0
omg! polygon over kill = o

you realy dont need so much polygons on the chest, if a polygon is not foriming a shape , its not needed then.

and you realy goota pay attentin to the overall shape, and the chest bobs looks not conected to the rest of the torso, and man use smothing groupseh !!. But its not looking that bad, keep practicing : ] and stick to David ref ; ]
 
New Member
✔️ HL Verified
💻 Oldtimer
Joined
May 28, 2006
Messages
1,094
Best answers
0
Something about that ref looks sort of odd...eh, I dunno.

I think the models' perfect so far for video, because nobody doing it for game would be stupid enough to waste polys making the details of the ears geometrically. Its a fine idea if you're cel shading, but I would just use a skin-map myself.

Yeah, watch out for wasted polys, unless you're going for super flesh-realistic motion for the rig. Anyway, you're doing fine.
 
New Member
Joined
Aug 2, 2006
Messages
90
Best answers
0
hmm i smooth it out at the end i am plan on reducing the polycount later and i don't plan on starting from scratch cause i am really happy of this model...And thanks for the ref but i am using a better ref than that. i plan on having this model ingame and i know that if i keep the poly the way its going its a nono but i know what i am doing.
 
New Member
💻 Oldtimer
Joined
Jun 8, 2004
Messages
5,216
Best answers
0
Here's a front ref for Gotenks, from the manga.



Good luck, scope :yes:
 
New Member
Joined
Aug 2, 2006
Messages
90
Best answers
0
Well heres an update...just made the pants and still have to finish up with the belt. It only has 1061 polies right now and just the arms, hair, feet, neck have to be done and it is definetly going to be below 2000 with out polies reduced and still with all the unessecery and overlapping polies later on at the end.

 
Active Member
💻 Oldtimer
Joined
Nov 18, 2002
Messages
4,201
Best answers
0
hehe you need some tool like i use i gues xD doing freakn high/midpoly and then let the tool cut all unneeded polys and then jst add deforming rows to it, ;) go on, wanna see the final result heh.
 
New Member
Joined
Aug 2, 2006
Messages
90
Best answers
0
theres a tool for that?!?! if there is i would love to have it
 
New Member
✔️ HL Verified
💻 Oldtimer
Joined
May 28, 2006
Messages
1,094
Best answers
0
Tryforce said:
hehe you need some tool like i use i gues xD doing freakn high/midpoly and then let the tool cut all unneeded polys and then jst add deforming rows to it, ;) go on, wanna see the final result heh.
"Tool"? A tool for what?
 
New Member
💻 Oldtimer
Joined
Jun 8, 2004
Messages
5,216
Best answers
0
Can we have a close up wires shot of the ears and chest/abs? It looks like you've put a lot of polies into details that could be skinned on. The overall shape looks good though, I can see it turning out to look accurate.
 
Active Member
💻 Oldtimer
Joined
Nov 18, 2002
Messages
4,201
Best answers
0
lol Lightwave xD it has a reduce point, as polys tool, you can modefie how much you want to get away , means how much detail should it keep. It mostly cuttest a 2400 tri poly to a 1200 poly mesh, mostly to half,

there came a plugin in latly to wich broli linked me in befor, it cuts polys even with saving the uvmap, pretty handy or? =)

so you actually can skin a model, and later you can double the tri count for compiling the model with outlines to esf =)
 
New Member
Joined
Jun 20, 2005
Messages
472
Best answers
0
if your using max use the high res modifier, it will cut dawn the number of polys if used right without changing the mesh shape
 
New Member
Joined
Aug 2, 2006
Messages
90
Best answers
0
jeese sounds good...i wish there was a plugin for max like that, i just may have to get lightwave just cause of that :)

edit...wait the high res modifier? i'll check that out
 
New Member
✔️ HL Verified
💻 Oldtimer
Joined
Nov 14, 2003
Messages
3,974
Best answers
0
in max, select your object, then in the modifiers stack, hit "optimise".

job done.
 
New Member
Joined
Aug 2, 2006
Messages
90
Best answers
0
i tried that optimize and it does nothing
 

Users who are viewing this thread

Top Bottom