t3h !337 L0lly P0p duD3

t3h !337 L0lly P0p duD3

Re: t3h !337 L0lly P0p duD3 Posted by G.Ballblue on Sat Jul 2nd 2005 at 10:10pm
G.Ballblue
1511 posts
Posted 2005-07-02 10:10pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
User posted image

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 :smile: 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 :smile: 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 :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: t3h !337 L0lly P0p duD3 Posted by ReNo on Sat Jul 2nd 2005 at 10:42pm
ReNo
5457 posts
Posted 2005-07-02 10:42pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Hehe, pretty funky mate :biggrin: 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 :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: t3h !337 L0lly P0p duD3 Posted by G.Ballblue on Sat Jul 2nd 2005 at 10:47pm
G.Ballblue
1511 posts
Posted 2005-07-02 10:47pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
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. :smile: ("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 :smile: Thanks for the feedback! :biggrin:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: t3h !337 L0lly P0p duD3 Posted by fishy on Sun Jul 3rd 2005 at 2:22am
fishy
2623 posts
Posted 2005-07-03 2:22am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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
Re: t3h !337 L0lly P0p duD3 Posted by Myrk- on Sat Jul 9th 2005 at 5:43pm
Myrk-
2299 posts
Posted 2005-07-09 5:43pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
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]-
Re: t3h !337 L0lly P0p duD3 Posted by Forceflow on Sat Jul 9th 2005 at 8:50pm
Forceflow
2420 posts
Posted 2005-07-09 8:50pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
No technical mumbo-jumbo for me, boys.

Looks cool !
:: Forceflow.be :: Nuclear Dawn developer
Re: t3h !337 L0lly P0p duD3 Posted by Myrk- on Sun Jul 10th 2005 at 12:34am
Myrk-
2299 posts
Posted 2005-07-10 12:34am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
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]-
Re: t3h !337 L0lly P0p duD3 Posted by G.Ballblue on Sun Jul 10th 2005 at 7:20am
G.Ballblue
1511 posts
Posted 2005-07-10 7:20am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Myrk- said:
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