Looks really cool already, definitely needs more green gooey blood to be even better though
I think you can add a Physics Material to the Death Model and that means upon impact on the ground it will spray the corresponding impactmodel everywhere, like if the Physics Material is Flesh it will spray blood around, if it is Metal there are sparks and so on.
Maybe it is possible to edit one of the Physics Materials that you don't plan to use (like Sand, Creep or Lava) and override the ImpactModels to look like green blood?
I think it should definitely work theoretically, I don't know if there are certain settings that you have to set up in 3DS Max to be able to do that for a custom made model though. Also make sure to play around with Death Motion, Force and Gravity Values for your Ragdoll model, you can find them as values in the Model Data in case you haven't seen it already. :)
If its for starcraft you should try to reduce the poly count a bit. You are allowed to use triangles. It wont kill you, I promise. I would reduce around the nose area especially, and look into some better joint and shoulder topology instead of the bendy straw thing. If you dont delete any polygons you can use the cut and weld tool to retopo without destroying the uvs.
If its for starcraft you should try to reduce the poly count a bit. You are allowed to use triangles. It wont kill you, I promise. I would reduce around the nose area especially, and look into some better joint and shoulder topology instead of the bendy straw thing. If you don't delete any polygons you can use the cut and weld tool to retopo without destroying the uvs.
The current polycount is 1848 ( Hydralisk is 2178 by comparison ) very close to the poly budget I set for myself.
Optimized ( AKA converting to Tri's and removing excessive faces/vertices) it's 1824 polys but the vertex count is diminished from 1845 to 930.
I prefer to towards the very end of the creation process, I find quads easier to work with when blending and painting skin wieghts. Once the model is rigged its simple enough to duplicate the mesh, optimize and use Skin Wrap to transfer the skinning data.
I'm not quite sure what you mean by "bendy staw thing", are you refering to the fact that the arms are extruded from edge loops? . Sounds like you're suggesting making the limbs separate elements. That style of modeling is best used for mechanical and Insects but looks poor and unprofessional on organic models. Nothing personal, but it doesn't sound like you have much experience with 3d modeling.
Haha yeah I was going for something similar to digimon, pokemon, and monster rancher. Looked at those and some asian anime mmo for style and reference.
lol dude what im trying to say by "bendy straw things" I mean you should give him some elbows instead of just a tube for an arm, that way when you animate his arms they dont deform and lose mass because that looks real awkward. If I meant separate mesh elements i would have said that. extruding from edge loops is great for roughing out a shape when your poly modeling but it is just poor topology. If i sounded indignant It's because I would have done the topology before texturing or uv's, which made me think that you already had and that was your final model form. To each his own I guess. I see in your current screen you have improved the joint topology anyways. The toes still feel a little to cluttered. While this doesn't really appeal to me It is a pretty good model.
How long have you been modeling for? Just a hobby or are you in it for a career? :):)
Ah, that makes more sense. Usually I will add extra patches around the elbow, crook of the arm, wrists, armpit, knees, etc.; But because this model is low poly I was able to rig the arms and legs in such a way that I could get away without adding extra geo and still avoid the "bent pipe" look. I plan on making a few variations on the model (addig horns, wings, teeth) trying to stay within the target polybudget.
I might end up adding those extra patches to the quad model, I plan on adding this piece to my portfolio. The critique you gave could be a similar concern that an Art Director or Employer could have, who a lot of times judge purely based off first glance. Thank you for bringing that to my attention.
I have been modeling for 4 years, working in games and television for 3 years. Started out hobby modeling in 3DS Max, then moved to Maya for TV, and back to Max for games. my background before that was tradition animation, Im currently looking for new job in the gaming industry.
Very cool. I myself only started modeling at the start of this year, and I don't do it consistently (sometimes only once a week or so). Which probably means you have a great deal more experience then me. Cool to see a more seasoned modeler here!
Not bad, although I would make the face a bit more polys around the eyes and the mouth..
T.
Thanks for the feedback, Im happy with the current poly count (around 1.8k un-optimized). Because I have the high poly sculpt, I can project a lot of that detail into the texture.
ATTACHMENTS
AO_render.jpg
Rollback Post to RevisionRollBack
Formally Kinkycactus
To post a comment, please login or register a new account.
Looks really cool already, definitely needs more green gooey blood to be even better though
I think you can add a Physics Material to the Death Model and that means upon impact on the ground it will spray the corresponding impactmodel everywhere, like if the Physics Material is Flesh it will spray blood around, if it is Metal there are sparks and so on.
Maybe it is possible to edit one of the Physics Materials that you don't plan to use (like Sand, Creep or Lava) and override the ImpactModels to look like green blood?
I think it should definitely work theoretically, I don't know if there are certain settings that you have to set up in 3DS Max to be able to do that for a custom made model though. Also make sure to play around with Death Motion, Force and Gravity Values for your Ragdoll model, you can find them as values in the Model Data in case you haven't seen it already. :)
@ZombieZasz: Go
What music plays on slow motion in that physics video? And yea, bug parts flying around are impressive.
@Bommes: Go haven't added alot of the particle effects yet, this was just a first pass to get the pieces flying
@Zolden: Go thanks, the music is the SC1 zerg theme
Formally Kinkycactus
Been a while since update!
recently acquired a lot of free time :\
Finished up Death Animation for Starship Troopers Hopper bug model
Starting a new project to make a map with a complete art conversion.
Formally Kinkycactus
Dragon rig with controllers
Formally Kinkycactus
If its for starcraft you should try to reduce the poly count a bit. You are allowed to use triangles. It wont kill you, I promise. I would reduce around the nose area especially, and look into some better joint and shoulder topology instead of the bendy straw thing. If you dont delete any polygons you can use the cut and weld tool to retopo without destroying the uvs.
And how does it look in sc2 preview? I want to see the material work.
@ZombieZasz: Go
Reminds me of digimon.
The current polycount is 1848 ( Hydralisk is 2178 by comparison ) very close to the poly budget I set for myself.
Optimized ( AKA converting to Tri's and removing excessive faces/vertices) it's 1824 polys but the vertex count is diminished from 1845 to 930.
I prefer to towards the very end of the creation process, I find quads easier to work with when blending and painting skin wieghts. Once the model is rigged its simple enough to duplicate the mesh, optimize and use Skin Wrap to transfer the skinning data.
I'm not quite sure what you mean by "bendy staw thing", are you refering to the fact that the arms are extruded from edge loops? . Sounds like you're suggesting making the limbs separate elements. That style of modeling is best used for mechanical and Insects but looks poor and unprofessional on organic models. Nothing personal, but it doesn't sound like you have much experience with 3d modeling.
I'll upload a shot. i'm probably not going to do normal/specular map, going for more of a stylized/cartoony look for the project.
Haha yeah I was going for something similar to digimon, pokemon, and monster rancher. Looked at those and some asian anime mmo for style and reference.
Formally Kinkycactus
Looks awesome! Really cool, looks like Charmander.
lol dude what im trying to say by "bendy straw things" I mean you should give him some elbows instead of just a tube for an arm, that way when you animate his arms they dont deform and lose mass because that looks real awkward. If I meant separate mesh elements i would have said that. extruding from edge loops is great for roughing out a shape when your poly modeling but it is just poor topology. If i sounded indignant It's because I would have done the topology before texturing or uv's, which made me think that you already had and that was your final model form. To each his own I guess. I see in your current screen you have improved the joint topology anyways. The toes still feel a little to cluttered. While this doesn't really appeal to me It is a pretty good model.
How long have you been modeling for? Just a hobby or are you in it for a career? :) :)
you may want to fix this triangle also:
@phanalax128: Go
Ah, that makes more sense. Usually I will add extra patches around the elbow, crook of the arm, wrists, armpit, knees, etc.; But because this model is low poly I was able to rig the arms and legs in such a way that I could get away without adding extra geo and still avoid the "bent pipe" look. I plan on making a few variations on the model (addig horns, wings, teeth) trying to stay within the target polybudget.
I might end up adding those extra patches to the quad model, I plan on adding this piece to my portfolio. The critique you gave could be a similar concern that an Art Director or Employer could have, who a lot of times judge purely based off first glance. Thank you for bringing that to my attention.
I have been modeling for 4 years, working in games and television for 3 years. Started out hobby modeling in 3DS Max, then moved to Maya for TV, and back to Max for games. my background before that was tradition animation, Im currently looking for new job in the gaming industry.
Formally Kinkycactus
Very cool. I myself only started modeling at the start of this year, and I don't do it consistently (sometimes only once a week or so). Which probably means you have a great deal more experience then me. Cool to see a more seasoned modeler here!
Currently working on sculpt for next model, Lowpoly and painting will be done same style as dragon.
Formally Kinkycactus
VERY COOL!
You use ZBrush or Mudbox to do this?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Used Zbrush and Sculptris, i like the tools better in sculptris but zbrush has all the utilities, so I flip between the two with GoZ.
Formally Kinkycactus
Low poly retopology of wolf
Edit: Back of the legs have been adjusted since image posted
Formally Kinkycactus
Not bad, although I would make the face a bit more polys around the eyes and the mouth..
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Thanks for the feedback, Im happy with the current poly count (around 1.8k un-optimized). Because I have the high poly sculpt, I can project a lot of that detail into the texture.
Formally Kinkycactus