t3h !337 L0lly P0p duD3
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Re: t3h !337 L0lly P0p duD3
Posted by G.Ballblue on Sat Jul 2nd at 10:10pm 2005


Took me about 4 days to make him. I didn't work nonstop, so I probably could have made him in about a days time, but this guy is essentialy my first ever character model Not bad for a first, I guess. He's worth about 1000 polygons, since the cel shading effect doubled his polygon count. His eyebrows are also a tad expensive, since I intend to later animate him and hopefully use him as a character model. The eyebrows, and eyes, will hopefully animate when the model is completely finished The hands were made from scratch --- no primitives, just simple vertex plotting and creating the polygons.

I got the idea for him from "Resident Evil Outbreak 'Mr. Color' " characters.

Opinions/comments of all the sorts are welcome




Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: t3h !337 L0lly P0p duD3
Posted by ReNo on Sat Jul 2nd at 10:42pm 2005


Hehe, pretty funky mate <img src=" SRC="images/smiles/icon_biggrin.gif"> How did you do the cel shading effect? Hips look a little akward, but then realism obviously isn't the point here! Good to see you giving modelling a shot <img src=" SRC="images/smiles/icon_smile.gif">






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Re: t3h !337 L0lly P0p duD3
Posted by G.Ballblue on Sat Jul 2nd at 10:47pm 2005


The Cel shading was done by simply copying his entire body, re-pasting it and scaling it up very slightly . You then reverse the vertex order on the cel shaded body, so only parts of it will render at the correct angle (giving you the black-outline effect).

The cel shaded body probably won't fit, so it would be best to have as many groups as possible related to the "real body" so you don't go nuts trying to fit the cel shaded by to the real body. <img src=" SRC="images/smiles/icon_smile.gif"> ("fit" meaning that cel body is just slightly bigger than the real body).

The only problem with the trick is, it doubles your polygon count, so your base model can't be to complex to begin with -- but I'm sure that with just a tad of tinkering, the cel shaded body can be cut down to size <img src=" SRC="images/smiles/icon_smile.gif"> Thanks for the feedback! <img src=" SRC="images/smiles/icon_biggrin.gif">




Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: t3h !337 L0lly P0p duD3
Posted by fishy on Sun Jul 3rd at 2:22am 2005


aye, the outer skin wont need the same amount of polys as the model itself.

i don't think i could go back to the standard tfc player models after playing with the cell shaded cartoon versions for so long.




i eat paint



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Re: t3h !337 L0lly P0p duD3
Posted by Myrk- on Sat Jul 9th at 5:43pm 2005


I used to be able to model players, quite good high poly ones, but I kinda got bored of the whole meshing thing on complex models. I've pretty much given up on modelling tbh.


-[Better to be Honest than Kind]-



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Re: t3h !337 L0lly P0p duD3
Posted by Forceflow on Sat Jul 9th at 8:50pm 2005


No technical mumbo-jumbo for me, boys.

Looks cool !



:: Forceflow.be :: Nuclear Dawn developer



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Re: t3h !337 L0lly P0p duD3
Posted by Myrk- on Sun Jul 10th at 12:34am 2005


All you need to do G.Ballblue is give him a standard HL2DM skeleton, and we will have a new HL2DM player model to replace the boring never changing set!


-[Better to be Honest than Kind]-



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Re: t3h !337 L0lly P0p duD3
Posted by G.Ballblue on Sun Jul 10th at 7:20am 2005


? quoting Myrk-
All you need to do G.Ballblue is give him a standard HL2DM skeleton, and we will have a new HL2DM player model to replace the boring never changing set!

Hmm...?

Now that is an interesting idea -- I never considered making him for HL2 -- though I haven't seen the standard HL2dm skeleton, and if it difers to much from Mr. Lolly's polygon structure, then it won't work? :/ Atleast, as far as my current skills go... (which still aren't that good :x )




Breaking the laws of mapping since 2003 and doing a damn fine job at it




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