Re: Various models for consideration

#171
What i'd really like to do is make a few variants for the D-class. Different faces and builds. But, thats probably too much for the engine. So what build should these guys be? Fit, jacked, out of shape? The face is going to be generic so different textures can make it look like a different person.
Modeler, Texturer, Animator in training, and novice voice actor.

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Re: Various models for consideration

#176
Twisted Polygon wrote:and you got practice. i had so many old models on my hard drive i had to delete most of them and get another one. Practice is very, very important. My old human model looked like this:
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but i took that model, and I made it into the human model thats the base of the old man and 513-1. Even the most talented people get better with practice. Keep practicing and one day i expect to see your name in some production credits.

745 has the start of his "head"
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what program are you using to create these models? i'm looking to start practicing 3d modeling, but i cant seem to find a good program for it.

Re: Various models for consideration

#177
The program i use is called Zbrush. but if youre looking for a place to start, I'd recommend programs like blender, or sculptris(similar to zbrush in that you sculpt with "clay" instead of moving and creating polygons) which are both free. Zbrush costs between $400-600, i dont know the current price.

A few changes(mainly that it has eyes now)
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Modeler, Texturer, Animator in training, and novice voice actor.

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Re: Various models for consideration

#179
mrpeanut188 wrote:Oh, 106 is being rigged. I'm gonna go in and see what I can do about reconstructing 513-1's legs using Blender's snap. I'm glad you are re-doing the textures, they bugged me too. :P

@CLGaming
I have no idea how you have managed to rig in fragMOTION, that is WAAY more complicated than Blender.
It's actually easy IMO, as I would describe fragMOTION as a beginner's playground to modeling and my efficient way of getting things out of the way.
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