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Old 05-12-2004, 04:09 AM   #1
sandman300
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Default Dec/Jan - Noob - sandman300

I think Im gonna try this one. Im not sure If I'll have the time for it but I found something I want to model and this gives me some incentive. I dont usually buy toys but I saw it and I had to model it. Ive been a Hulk fan since the early 80's.
Here's a pic from Toybiz.com
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Old 05-12-2004, 04:16 AM   #2
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Here is my first update. It took me a while to get started. I had the most difficulty deciding which meathod to use to model him. The head will lihely be a little point heavy but the body will lighten it up. Ive read some tutorials on UV mapping but I have not tried it out yet. would it be better to built the entire model and then UV all at once or UV a part at a time?

Here's to the learning experience.
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Old 05-12-2004, 06:06 AM   #3
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I have to say the head looks quite high in polycount at the moment, based on how smooth it is.

As for UVing, I know some who UV as they go and others who do it all at the end. I'm of the latter group.
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Old 05-12-2004, 11:33 AM   #4
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i found uving as you go along to be a problem if you plan to use one large uv for all the model.
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Old 05-12-2004, 07:58 PM   #5
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looks like a good start. I think its gonna look pretty cool by the end!
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Old 06-12-2004, 05:28 AM   #6
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I went through and streemlined the head some. I reduced the poly count by almost 200. I think Ill attempt the UV map next. I think the Inside lightwave 7 book had a good tutorial.
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Old 06-12-2004, 05:40 AM   #7
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is there a way to avoid the smoothing effect in Lightwave?
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Old 06-12-2004, 07:28 AM   #8
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Im not certain I understand your question. By smoothing do you mean the subpatch? or are you refering to the texturing?
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Old 06-12-2004, 09:25 AM   #9
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Its the the subpatch Sandman, your going to have to switch back to polys, I dont think there are any engines that support subpatch

Keep it up, the Hulk (the Grey Hulk) is one of my favourite characters.

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Old 08-12-2004, 03:07 AM   #10
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Hmmmm.... well I went back to polys and tweeked it a bit more, then trippled all the quads. I assume I can only have triangles (yes/no?). and here is what I have so far. I think Ill probably make a sub patch version as Im making the game version (I wont post any of that , unless requested, till the end).
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Old 08-12-2004, 02:50 PM   #11
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You can work in quads, it's just you have to count your faces as triangles.

It's a good start. There's a good bit of optimization that can be done, but can be done later, once more of the model is complete.

Keep it up!
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Old 09-12-2004, 12:25 AM   #12
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Ive been pushing forward on the torso. getting the shape down. there are still some areas that I still have to fix. but since this is all Im getting to tonite I thought Id post it.
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Old 09-12-2004, 03:09 AM   #13
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in surface editor, turn smoothing on for the green surface, that will work in games.

somthing i dont understand, i read somewere that game engines only accept triangles, and its advisable to only design with triangles when modeling characters, so why can we model in Quads?

im not meaning to annoy people, im just interested in all this sort of stuff.
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Old 09-12-2004, 05:19 AM   #14
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Most modern game engines will automatically triangulate your models when they are imported into the game, so it's not necessary to model in tris. It's a good idea to triangulate your models when they are done, though, because the automatic process doesn't always do the best job.
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Old 09-12-2004, 08:32 AM   #15
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thanks for the info Techi. one question, what's the best setting for the smoothing threshold?

I did a little late night work.
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