Re: SCP-650 model

#22
kingjulien22 wrote:
legendaryweredragon wrote:Remember that this thing is just a manikin. You don't need to give it finer details like the shapes of muscles and bones. It just needs a general human shape. And make sure that you give it joints like what you would expect to see on a possable manikin.

I read the 650 page on the SCP Foundation site, and it said that it is a stylised humanoid statue. Didn't said anything about a mannequin. WEll ..... :096:
Image
I made the hands a little better i hope....

So,should I make a new thread or not? :087_2:

Also,I would accept some constructive criticism from someone else too....
I'm learning so I need criticism....
Very good so far. Keep it up :wink: !
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Re: SCP-650 model

#23
Yeah, it looks pretty good. I kinda like that "melted" look towards the middle, it's interesting.

My one concern would be as to how you're going to re-topologize it though. I don't think Sculptris has that capability as far as I know. :?:

I think there's a free program that has a polygon reducer. I vaguely remember it being called Mesh Lab or something. 90% sure it screws up your UVs though.
Which is fine in this case because it's 100% black anyway, right? :D

I think you should totally throw in a 100% white specular too, cause he looks pretty cool all shiny like that. That's just my opinion though. Good luck! :)
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Re: SCP-650 model

#24
Twitch-A-Twitch! wrote:Yeah, it looks pretty good. I kinda like that "melted" look towards the middle, it's interesting.

My one concern would be as to how you're going to re-topologize it though. I don't think Sculptris has that capability as far as I know. :?:

I think there's a free program that has a polygon reducer. I vaguely remember it being called Mesh Lab or something. 90% sure it screws up your UVs though.
Which is fine in this case because it's 100% black anyway, right? :D

I think you should totally throw in a 100% white specular too, cause he looks pretty cool all shiny like that. That's just my opinion though. Good luck! :)
Hello Twitch-A-Twitch, and thank you for your kind response. I am trying my best and I hope in the end, the black statue will rise :D

Ok,how to put this.... I just recently got into modelling, i can't even texture yet, so things like retopologization are new to me. As far as I understood doing a quick google search its supposed to be a redoing of the model, reducing its polys but still keeping its overall apereance? :?: :?: :?: Basicly a polygon reducer? Because Sculptris has a tool named Reduce Brush, which allows you to reduce polygons over a certain area where you point your cursor.....

Can you please elaborate and please not facepalm because I am completly new and noobish?
Thanks in advance. ( I hope someday I can model as mighty fine as you)

Cheers mate :049:
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Re: SCP-650 model

#25
kingjulien22 wrote:
Ok,how to put this.... I just recently got into modelling, i can't even texture yet, so things like retopologization are new to me. As far as I understood doing a quick google search its supposed to be a redoing of the model, reducing its polys but still keeping its overall apereance? :?: :?: :?: Basicly a polygon reducer? Because Sculptris has a tool named Reduce Brush, which allows you to reduce polygons over a certain area where you point your cursor.....
Yeah, that's basically it! A fancy word for reducing polygons while keeping as much detail as possible. :)

And I completely forgot about the reduce brush! You should definitely give that a try. Mesh lab is nice because it reduce polygons uniformly, but if the reduce brush works well then it'd be great for keeping detail where you need it! :D

Most of my characters end up being around 3,000 to 5,000 polygons, but I believe someone mentioned that around 10,000 - 12,000 is still acceptable for Blitz 3D, although either should be plenty for a character like this :)
kingjulien22 wrote: Can you please elaborate and please not facepalm because I am completly new and noobish?
Haha nonsense, we're all here to help each other out!
kingjulien22 wrote: ( I hope someday I can model as mighty fine as you)
D'awww, thanks, you're too kind! If you really wanna be knocked off your feet you should check out the front page of Polycount. Those guys blow me out of the water! :laugh:

Anyways, I'm sure you'll have this guy creepin' up on people in no time! Lookin' forward to seeing more from ya! :D
Hey, if you've got a minute why not check out my modeling portfolio here!
Also be sure to check out my current project Equestrian Terrors!

Re: SCP-650 model

#26
Thank you Twitch-A-Twitch for your kind responses. You are truly a bro.

Soooo,here's a new photo.
Image
The new things are that i actually made him feet (with toes and shet)
The other thing is I did a retopologization (dayum that sounds complex) and the model is now at 9289 polygons. Is it enough? Do I have to lower it more? (That might give me some problems though).....

The model is slowly getting there. Tips on what to add?, because it seems like nearly over to me appart from the several model impurities or flaws. Give me tips!
:D
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Re: SCP-650 model

#27
I would recommend messing with the proportions. It looks a little like a hobbit with the size of it's feet. I don't know if sculptris has a zbrush-style "move" brush, but it would be pretty easy to just play around with the proportions if it does. Also a general rule of proportions is that finger tips should hit mid thigh, so guess where the finger tips would be, and work from there. The legs are either too short or the arms are too long.

Still, beats the hell out of my first models. The things looked like melted ice cream.
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Re: SCP-650 model

#28
Twisted Polygon wrote:I would recommend messing with the proportions. It looks a little like a hobbit with the size of it's feet. I don't know if sculptris has a zbrush-style "move" brush, but it would be pretty easy to just play around with the proportions if it does. Also a general rule of proportions is that finger tips should hit mid thigh, so guess where the finger tips would be, and work from there. The legs are either too short or the arms are too long.

Still, beats the hell out of my first models. The things looked like melted ice cream.

Yeah,the proportions were next on my to-do list, but somehow I forgot about them. I agree the feet are a little short, I'll work on that (already did a little:here)
Image
As you can see, i made him a little taller. Notice my original picture and this one. The distance between the crotch and the base of the feet is more acceptable now, i hope? Also,I scrapped the feet with toes, i'll only redo them if necessary.
So what do you guys think? What to add? Do i need to make him even more tall? Tips.... :079:

Oh and good news, i retopologized (dayum that word) it again and the model is now at 7436 or so. Huzaah! :laugh:
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RATATATATATATATATATA....