doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Sat Feb 25, 2006 8:42 am :
Svartberg@Posted: Sat Feb 25, 2006 11:52 am : ahh man, that sure brings memories.
kickass stuff, keep it up man

doomkid3000@Posted: Wed Mar 01, 2006 10:26 am : you welcome

im glad people love my work
Tesp@Posted: Tue Apr 24, 2007 11:07 am : Hey, nice model

That brings back the good old oldschhol-doom-feeling

Is it yet th download?
doomkid3000@Posted: Mon Nov 21, 2005 2:10 am :
kat@Posted: Mon Nov 21, 2005 3:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 3:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 7:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 8:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Tue Nov 22, 2005 12:20 am : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 10:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 4:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 4:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 9:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 1:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 3:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 7:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 11:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 11:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 4:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 10:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Fri Dec 16, 2005 12:13 am : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 2:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 11:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
MelvinB@Posted: Tue Jan 17, 2006 7:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 9:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 9:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 10:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 3:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 4:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 11:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 11:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 11:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Mon Jan 23, 2006 12:34 am : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 1:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 2:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 2:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 3:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 4:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 5:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 10:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 12:44 pm : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 8:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 7:08 am : hey if cody64 wants he could use this in his movie

doomkid3000@Posted: Sat Feb 25, 2006 8:42 am :
Svartberg@Posted: Sat Feb 25, 2006 11:52 am : ahh man, that sure brings memories.
kickass stuff, keep it up man

doomkid3000@Posted: Wed Mar 01, 2006 10:26 am : you welcome

im glad people love my work
Tesp@Posted: Tue Apr 24, 2007 11:07 am : Hey, nice model

That brings back the good old oldschhol-doom-feeling

Is it yet th download?
doomkid3000@Posted: Sat Feb 25, 2006 8:42 am :
Svartberg@Posted: Sat Feb 25, 2006 11:52 am : ahh man, that sure brings memories.
kickass stuff, keep it up man

doomkid3000@Posted: Wed Mar 01, 2006 10:26 am : you welcome

im glad people love my work
Tesp@Posted: Tue Apr 24, 2007 11:07 am : Hey, nice model

That brings back the good old oldschhol-doom-feeling

Is it yet th download?
doomkid3000@Posted: Mon Nov 21, 2005 2:10 am :
kat@Posted: Mon Nov 21, 2005 3:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 3:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 7:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 8:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Tue Nov 22, 2005 12:20 am : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 10:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 4:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 4:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 9:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 1:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 3:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 7:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 11:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 11:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 4:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 10:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Fri Dec 16, 2005 12:13 am : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 2:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 11:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
MelvinB@Posted: Tue Jan 17, 2006 7:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 9:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 9:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 10:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 3:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 4:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 11:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 11:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 11:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Mon Jan 23, 2006 12:34 am : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 1:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 2:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 2:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 3:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 4:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 5:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 10:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 12:44 pm : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 8:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 7:08 am : hey if cody64 wants he could use this in his movie

doomkid3000@Posted: Sat Feb 25, 2006 8:42 am :
Svartberg@Posted: Sat Feb 25, 2006 11:52 am : ahh man, that sure brings memories.
kickass stuff, keep it up man

doomkid3000@Posted: Wed Mar 01, 2006 10:26 am : you welcome

im glad people love my work
Tesp@Posted: Tue Apr 24, 2007 11:07 am : Hey, nice model

That brings back the good old oldschhol-doom-feeling

Is it yet th download?
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
doomkid3000@Posted: Mon Nov 21, 2005 1:10 am :
kat@Posted: Mon Nov 21, 2005 2:14 am : 640 image width, and no 'all caps' topic headers!
C'mon man you've been here long enough to know better!

doomkid3000@Posted: Mon Nov 21, 2005 2:30 am : lol

ok kat
EDIT there fixed
fleabay@Posted: Mon Nov 21, 2005 6:04 am : Looks good.
You need to fix the normals so there is no seam in the middle.
The eyes look a little slanted for a caucasian.
doomkid3000@Posted: Mon Nov 21, 2005 7:04 am : yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments

doomkid3000@Posted: Mon Nov 21, 2005 11:20 pm : ok i had to fix the splines some more so there's no more seams on the model
doomkid3000@Posted: Mon Nov 28, 2005 9:25 pm : well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps
and just get the hair look for the ingame render once all thats done it will be complete

then rig it for animation
here's what i got done
uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg
localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly
http://i2.photobucket.com/albums/y21/sc ... _local.jpg
lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg
hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg
hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg
i may end up changing the back of the hair look later on
kat@Posted: Tue Nov 29, 2005 3:06 am : Moved this to modelling WIP where it seems more appropriate.
doomkid3000@Posted: Tue Nov 29, 2005 3:49 am : ok

doomkid3000@Posted: Tue Dec 13, 2005 8:49 pm : well here's it ingame
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good
just have to find a way to get around those seams though

doomkid3000@Posted: Thu Dec 15, 2005 12:32 am : i was wandering how would i go about making some realistic hair for him though,
kat@Posted: Thu Dec 15, 2005 2:27 am : It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.
doomkid3000@Posted: Thu Dec 15, 2005 6:49 am : im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat
its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head
or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking

obihb@Posted: Thu Dec 15, 2005 10:17 am : You may be better off using some photo ref instead of painting.
It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.
Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.
I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.
Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.
doomkid3000@Posted: Thu Dec 15, 2005 10:44 am : are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail
i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail

guess i'll be looking around for this stuff later
obihb@Posted: Thu Dec 15, 2005 3:08 pm : No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.
You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.
For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.
doomkid3000@Posted: Thu Dec 15, 2005 9:42 pm : ok then

so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that
the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured

but whatever works out best so i'll try your method
EDIT all the sites i have found with skin and hair reference want you to pay

obihb@Posted: Thu Dec 15, 2005 11:13 pm : There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.
doomkid3000@Posted: Fri Dec 16, 2005 1:56 am : i'll let you know how this comes out

doomkid3000@Posted: Tue Dec 20, 2005 10:14 am : ok update
heres how im doing the hair
http://i2.photobucket.com/albums/y21/scott587/hair.jpg
http://i2.photobucket.com/albums/y21/sc ... ingame.jpg
i didn't have any luck with the diffusemap though, but its important too
i'll have to screw around with that the later
i have been busy all week on my guitar need a new amp one of these days:twisted:
MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

MelvinB@Posted: Tue Jan 17, 2006 6:51 pm : It has weird head too if i'm honest.
doomkid3000@Posted: Fri Jan 20, 2006 8:41 am : i dont know its probably the diffusemap thats making the head look funny then again who knows
anyway i used the hands part of the player model from stock doom3 and made them look like the gloves he were's
since they are gonna have to fit perfectly with the original hands what the heck
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... opview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
http://i2.photobucket.com/albums/y21/sc ... omview.jpg
and i just got the model riged for animation
now i can work more on the face to get it just right
next is adding the gloves and reweighting the bones on there it will be something to do on the weekend

Rayne@Posted: Fri Jan 20, 2006 8:44 am : No it's not a texture problem, the head has a weird shape...
doomkid3000@Posted: Fri Jan 20, 2006 9:12 am : hmm maybe i should reshape it or something,
ViPr@Posted: Fri Jan 20, 2006 2:43 pm : personally i rather hate avante garde abstract nouveau picasso guernica style of art just like i hate cell shading.
jizaboz@Posted: Fri Jan 20, 2006 3:23 pm : Well it's coming along OK regardless. BTW... what kinda guitar you got? heh
Amp fizzling out on you?
doomkid3000@Posted: Sun Jan 22, 2006 10:16 pm : im not doing cell shading i dont even understand what your talking about vipr
anyway the gloves are done i just have to texture them. and the model may be at a close 70% then i can finish up his hair and do whatever needs to be done on the head
http://i2.photobucket.com/albums/y21/sc ... gloves.jpg
i had to get his assecities added like his helmet is finished, the gloves are done, his head is the real pain in the #%^

once he's done he's gonna look like this
http://i2.photobucket.com/albums/y21/sc ... OOMGUY.jpg
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg
heXum@Posted: Sun Jan 22, 2006 10:26 pm : You need a little more expression in his face I think. Give him a snarl and slant his eyes like he's a little more intense. He looks good, just a little cartoony at the moment. Keep it up!
doomkid3000@Posted: Sun Jan 22, 2006 10:29 pm : its certainly alot of stuff to look at in his face and shape, if you look at the highpoly mesh you can see his real shape
i think its something to look, who knows its most defenitly something i have to fix and tweak up untill its pretty perfect well close anyway to it anyway
but its a little far from complete thats certain
the main things are done witch im happy to get off my chest with this

doomkid3000@Posted: Sun Jan 22, 2006 11:34 pm : ok i think this has to do with the diffusemap becuase the localmap looks perfect on the model alone
http://i2.photobucket.com/albums/y21/sc ... nmodel.jpg
somethings gotta give
doomkid3000@Posted: Mon Jan 23, 2006 12:59 am : well i changed the shape a little bit and changed the scale of eye decal
but i think the diffusemap is what needs more work
=NoMercy=@Posted: Mon Jan 23, 2006 1:38 am : The shape of his nose is wrong, it curves very bad on the top, look at some real heads for reference.
MBolus@Posted: Mon Jan 23, 2006 1:39 am : Actually, the structure really is messed up. One area that should be easy to fix with good impact is the area of the bregma to glabella and nasal bones, or central forehead and nose for starters. The orbital-nasal-oral muscle structure is also off, to mention another. This is a good type of exercise, but I assume you're not intending a real distorted look or you would make other changes to match. I do mean this in a good way to help.

doomkid3000@Posted: Mon Jan 23, 2006 2:55 am : i understand with full openness,
can you explain it more thanks

i dont know the hole anatomy of the human face
so i wouldn't know what (bregma to glabella) means
MBolus@Posted: Mon Jan 23, 2006 3:49 am : Here are a few sites to help start out looking at the area from the forehead to the mouth, including eyes, nose, nasiolabial folds, and more.
The first demonstrates forensic reconstruction from skeletal evidence. The second shows a partially dissected face. The third is a simplified diagram of a few parts of the skull. The fourth demonstrates some software for creating new faces from data, including extrapolating how a female sibling of a male would look, how an average person from a certain geographical area or occupation would look, and so on.
http://www.philippefaraut.com/forensic.html
http://backpagegallery.news24.com/offbe ... ges/24.jpg
http://face-and-emotion.com/dataface/ph ... _front.jpg
http://www.faceresearch.org/tech/transforming
doomkid3000@Posted: Mon Jan 23, 2006 4:08 am : thanks man

im starting to get sick of gmax and its lousy no exporting to obj or lwo format tired of using macscript for a simple model to renderbump taking hours even to get it out the door
i dont mind doing this with md5 and md5anims thats just animation for ingame use
vut for doing modeling its a pain getting it out the door
i hope Silo can replace it for modeling and softimage and some of the other 3d apps out there
its a pain getting a highpoly mesh out and getting it were its smooth and clean on renderbump afterwards
milkshape is good for getting the models nice and clean on the .lwo format
but it sucks because of poly limitations so no go for a good convertion without loosing all the detail in the mesh

doomkid3000@Posted: Fri Feb 03, 2006 9:01 am : here it is i can say its 90% finished
i hope you guys enjoy this as much i enjoyed creating it just tweaks and fixed down the road

640x320
http://i2.photobucket.com/albums/y21/sc ... 40x320.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... 00x400.jpg
all images are at 16.9 aspectratio
and the hairs look
http://i2.photobucket.com/albums/y21/sc ... ir_wip.jpg
EDIT i updated them the armor area was missing 1 face that need the right material shader applied so half of the scars on his belly were show
its realy small but its better i also did a little update to the face and teeth a bit and repositioned the left hand were he holds his helmet

Rayne@Posted: Fri Feb 03, 2006 11:44 am : 
It really looks like a sumo wrestler's belly
doomkid3000@Posted: Fri Feb 03, 2006 7:17 pm : hehe

that may get a fix up later on in the model
this is the look i was going for witch i have succeded in pretty much
http://doomworld.com/pageofdoom/graphic ... e_Dead.jpg

UPDATE
ok i fixed up the Abs area and made them smaller so they match the picture better
photobucket kinda sucks as i cant upload any of the higher res ones
oh well and anway heres the new shots
640x320
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
800x400
http://i2.photobucket.com/albums/y21/sc ... pdated.jpg
doomkid3000@Posted: Wed Feb 22, 2006 6:08 am : hey if cody64 wants he could use this in his movie

doomkid3000@Posted: Sat Feb 25, 2006 7:42 am Post subject: : the hellmountains look from the old poster art
640x360
http://i2.photobucket.com/albums/y21/scott587/WarScene_640x360.jpg
800x450
http://i2.photobucket.com/albums/y21/scott587/WarScene_800x450.jpg
and the highres 2048x1152
http://i2.photobucket.com/albums/y21/scott587/WarScene3.jpg
Svartberg@Posted: Sat Feb 25, 2006 10:52 am Post subject: : ahh man, that sure brings memories.
kickass stuff, keep it up man
doomkid3000@Posted: Wed Mar 01, 2006 9:26 am Post subject: : you welcome
im glad people love my work
Tesp@Posted: Tue Apr 24, 2007 10:07 am Post subject: : Hey, nice model 
That brings back the good old oldschhol-doom-feeling 
Is it yet th download?
_________________
I am just what society made out of me...
doomkid3000@Posted: Sat Feb 25, 2006 7:42 am Post subject: : the hellmountains look from the old poster art
640x360
http://i2.photobucket.com/albums/y21/scott587/WarScene_640x360.jpg
800x450
http://i2.photobucket.com/albums/y21/scott587/WarScene_800x450.jpg
and the highres 2048x1152
http://i2.photobucket.com/albums/y21/scott587/WarScene3.jpg
Svartberg@Posted: Sat Feb 25, 2006 10:52 am Post subject: : ahh man, that sure brings memories.
kickass stuff, keep it up man
doomkid3000@Posted: Wed Mar 01, 2006 9:26 am Post subject: : you welcome
im glad people love my work
Tesp@Posted: Tue Apr 24, 2007 10:07 am Post subject: : Hey, nice model 
That brings back the good old oldschhol-doom-feeling 
Is it yet th download?
_________________
I am just what society made out of me...
doomkid3000@Posted: Sat Feb 25, 2006 7:42 am Post subject: : the hellmountains look from the old poster art
640x360
http://i2.photobucket.com/albums/y21/scott587/WarScene_640x360.jpg
800x450
http://i2.photobucket.com/albums/y21/scott587/WarScene_800x450.jpg
and the highres 2048x1152
http://i2.photobucket.com/albums/y21/scott587/WarScene3.jpg
Svartberg@Posted: Sat Feb 25, 2006 10:52 am Post subject: : ahh man, that sure brings memories.
kickass stuff, keep it up man
doomkid3000@Posted: Wed Mar 01, 2006 9:26 am Post subject: : you welcome
im glad people love my work
Tesp@Posted: Tue Apr 24, 2007 10:07 am Post subject: : Hey, nice model 
That brings back the good old oldschhol-doom-feeling 
Is it yet th download?
_________________
I am just what society made out of me...