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Author Topic: tuxedo - work in progress  (Read 19840 times)
white haired boy
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« on: December 17, 2006, 10:21:02 AM »

hi,

i've given up on making a model based on the tux logo due to possible license problems. i emailed the guy who made it, but got no response.

instead i've started work on a fresh model which i am calling tuxedo. i've decided to use a penguin type head on a humanoid body, which is much better suited to running around and holding weapons. i dressed the model in a tuxedo partly because of the penguin/tuxedo connection, but also because i recently watch casino royale. it's still at a very rough sketch stage, but you can get the general idea. i'm reasonably happy with the legs and the head, but the torso needs a lot of work done.

any comments/suggestions welcome.

white haired boy
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white haired boy
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« Reply #1 on: December 17, 2006, 10:26:02 AM »

hello again,

forgot to mention, the model is built totally from scratch and is licensed under gpl v2.

white haired boy.
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raynorpat
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« Reply #2 on: December 17, 2006, 11:16:54 AM »

looks amazingly sweet :p
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Jeric Hikari
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« Reply #3 on: December 17, 2006, 12:47:04 PM »

Considering how rough of a build it is. Great job!
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white haired boy
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« Reply #4 on: December 19, 2006, 01:18:52 PM »

the model is progressing well, i've done a lot of work on the meshes and it's looking a lot better. i've redone the head from scratch using an very simple shape with two levels of subsurf on it. this made it very easy to tweak the shape until i was happy with it and resulted in a pretty smooth mesh. the skin i've put on the head is fairly simple, but it will do for now.

the torso is getting there. i'm pretty happy with how the mesh looks now. i was having massive problems getting it to skin until i learned about normals and recalculated them on the outside. i think there are still a few faces that don't work yet, but it's getting closer. i haven't made a proper skin for the torso yet, it's just a black square with a few white splodges just to check it was working.

i'm really struggling with the legs. the mesh is ok, the uvmapping seems to have worked, i've chucked a bit of paint on a skin and recalculated the normal on the outside, but i can't get the skin to show up on the legs. i've got no idea what the problem is, as far as i'm aware i did everything the same as i did on the head and the torso. any help with this would be greatly appreciated.

white haired boy.
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white haired boy
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« Reply #5 on: December 19, 2006, 01:19:59 PM »

and the blend...
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enki
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« Reply #6 on: December 19, 2006, 02:30:56 PM »

aw..I liked how was the first one, very stylish, like "my name is tux, james tux" ^^. It only missed somes edge-loops, mosty for the joints, imho.
Now with subsurfs, it's too round, and has too much faces with no purpose.
Also note that the maximum face count we use for OA models is 2000-2500 tris.

for the legs problem..I dont know what is the problem Shocked ..
The only things that worked was to go in face mode, select all faces, delete/unlink the image in the uv windows (by clicking on the cross next to the image name). Then, In F9 window, click on "delete" next to textface. go in face mode, and re-unwrap with "u" key > unwrap and assign the legs texture in UV windows (blender 2.42).
« Last Edit: December 19, 2006, 02:33:15 PM by enki » Logged
Logan
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« Reply #7 on: December 19, 2006, 09:05:33 PM »

Looks good. New models are awesome and I hope this one gets included in the next release. Cheesy
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Jeric Hikari
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« Reply #8 on: December 20, 2006, 12:06:51 AM »

coming along nicely though...something seems up with the shoulders. Don't know what, can't put my finger on it...maybe its just the stage in tehy build so far or possibly the skin. Can't say.

I still like it though!
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Ferk
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« Reply #9 on: December 20, 2006, 03:55:59 AM »

great! nice concept.

some ideas:

(Haji's costume, from Blood+)

EDIT: image changed, it didnt work before
« Last Edit: December 20, 2006, 12:00:49 PM by Ferk » Logged

sorry for my english
white haired boy
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« Reply #10 on: December 20, 2006, 07:49:12 AM »

enki -

thanks for the feedback. don't worry, i'm still planning on the final model looking very james bond. i'm going to look for some edge loop tutorials, because i've heard them mentioned a lot in relation to animation, but i have no idea how to do them yet.

i've been thinking about what you said about the subsurfing and i think you are right about the high polycount and excessing smoothness. i'm still a big fan of modelling with subsurfing because it's a lot of hard work to tweak the shape of a complex mesh, but a simple mesh with subsurf on it is lovely to work with. what i'm thinking of doing now is...
-using a simple model with a fairly hefty amount of subsurf to give me a complex mesh with plenty of verts.
-deleting all the faces and edges.
-picking out a low number of vertices that i want to keep and deleting the rest
-linking up the verts i kept to make a low poly model.
this way i can still have the keep the benefits of modelling with subsurf and the good overall shape that it provides, but end up with a sensible polycount.

thanks for the advice on the legs, i'll give that a go.



logan-
thanks for the compilments.  :-)



jeric-
you're right about the shoulders not being right. now i look at it, the first model has sloping shoulders which looks good, but the newer one has level shoulders which isn't right. thanks for pointing that out.



ferk-
is this the guy you're talking about?
http://ningen.nattoli.net/downloads/wallpapers/BLOOD-+/%5BNingen%5Dwallpapers-BLOOD-+-163-1280x1024.jpg
if so, it looks doable.
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Ferk
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« Reply #11 on: December 20, 2006, 10:35:26 AM »

hehe yes, but anyway your tuxedo looks good also on that classical james bond costume. It was just that I find Haji's costume original with that tail Tongue  maybe a tuxedo tail could fit, it is a penguin after all. I don't know, just some random ideas.
« Last Edit: December 20, 2006, 12:04:35 PM by Ferk » Logged

sorry for my english
white haired boy
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« Reply #12 on: December 21, 2006, 11:08:43 AM »

ok, i've redone the meshes on the torso and legs. the torso is looking better. the shoulders have got a respectable slope again and i've got rid of that rounded look that the subsurf caused. i tried to put a couple of edge loops at the shoulders to help animation, but i'm not really sure if i've done it right. i redid the legs and got them to skin this time. no idea what i did wrong last time, but i had no problems this time.

the skins are a bit basic, just simple blocks of colour. i guess they could do with some shading on the beak and feet, but i'm no good at that kind of stuff and to be honest i'm more interested in the modelling side of things. if anyone wants to have a crack at it that would be great.

also, could anyone have a crack at rigging it? i know it's not that polished, but i'd love to see it running around anyway.

thanks.

white haired boy.
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Jeric Hikari
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« Reply #13 on: December 21, 2006, 06:05:00 PM »

I dunno how it'll look in game but as it stands now things look flat. Otherwise good modeling work. Add in shading and maybe a few touches here and there to the texture to help break up the unending sea of black(maybe have a destro logo on the lapels or something*shrug*).

Good work so far!
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dmn_clown
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« Reply #14 on: December 22, 2006, 12:37:55 AM »

Careful with that the distro logo idea, you might run into that @#$^%!@#$% trademark issue again. 

Art is a PITA at times...
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white haired boy
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« Reply #15 on: December 22, 2006, 05:24:06 AM »

jeric-

thanks for the encouragement. i've been looking at some blender tutorials on radiosity baking, where you light a model and then incorporate that lighting into the skin. if i can get this to work then the tuxedo should stop looking so flat and the feet and beak should look better too. clever stuff and a lot more appealling than trying to paint shadows and highlights by hand.

dmn_clown-
PITA indeed. i suppose i could have a standard logo-less model that would be suitable for inclusion in openarena and then make some logo-ed skins and make them available somewhere else for people who want to customize. it might be worth me rearranging the uvmap so that the rear of the jacket is a bit bigger and in an upright position to make it easier to apply logos.
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Jeric Hikari
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« Reply #16 on: December 22, 2006, 08:03:48 AM »

I see what's wrong here! The shirt's supposed to be formal yet you see no buttons or anything to show that its more than a wife beater dressed up with a bow tie. As for the jacket...It needs things like pockets, seams, buttons on the cuffs....little touches that say 'formalwear'. Maybe a hankie in the breast pocket. Also if you go with CTF versions of this skin change out the undershirt, not the jacket...though the jacket/pants changing colors would probably be more immidiatly visible(though not needed as you have the FoF indicator pointing out who's ON your team).

Figuring out how to shade Black is a pain in the rump....
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dmn_clown
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« Reply #17 on: December 24, 2006, 04:45:40 AM »

dmn_clown-
PITA indeed. i suppose i could have a standard logo-less model that would be suitable for inclusion in openarena and then make some logo-ed skins and make them available somewhere else for people who want to customize. it might be worth me rearranging the uvmap so that the rear of the jacket is a bit bigger and in an upright position to make it easier to apply logos.

Or just use the OA logo.  Eesh, even Debian's logo is trademarked so as to be non-free Sad
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white haired boy
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« Reply #18 on: December 24, 2006, 08:31:31 AM »

jerik-

i like your idea about shirt buttons, hankie, pockets ect. this would tie in quite nicely with the radiosity baking idea. i could make a more detailed subsurfed model, add all the extra details that you suggested and use that model to generate the skin, which could then be applied to the low-poly gaming model. i really like the idea of that, because i wouldn't have to mess around trying to airbrush skins and draw on details, i could do it all with modelling and lighting, which is more my cup of tea.

i hadn't thought about the team colour skins, good point. changing the shirt might do the trick, but it would only provide a little strip of colour on the back of the model's neck. i think that the jacket and trousers would be the most visible areas to show team colours, but it wouldn't have to be primary blue and red. i could do something fairly tasteful with navy blue and a deep red/ burgandy that would result in team skins that would be instantly recognizable, without looking gaudy.



dmn_clown-

i like the idea of skin with the openarena logo on the back. i'd probably flip the colours so that it was a white logo on the black background of the suit (possibly with a primary red or blue logo on the team skins). it would also make it easier for people who want to modify the skin with a different logo, they would see the openarena logo on the skin and know where to put theirs.
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