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JayREEZY
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Tuesday, November 22, 2011
Is Zielan Martin..? How do you know these things?
I also had no idea Mima was a rigger too... Best of luck guys.
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Acaryus
Cutting-Edge
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Tuesday, November 22, 2011
Great work TRL, now lets see this puppy in game!
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SAMCROSS
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Tuesday, November 22, 2011
Acaryus wrote : Great work TRL, now lets see this puppy in game!
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Mima
The Disciple
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Tuesday, November 22, 2011
don't go offtopic.
Here's a thread for all of you who want to know names:
http://ZEQ2.com/lite/forums/viewtopic.php?t=723
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Zeth
The Admin
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Tuesday, November 22, 2011
Majority of the model and textures seem all right, but the face/head still needs a tremendous amount of work currently before it's up to standards. Can you post a close-up of the head from front and side?
Edit: Still a long way to go. Ear positioning, eyebrow expansion/size, eye shape/size, facial detail contrast, hair model overall, and (as you obviously know) proper shading bands are still in order.
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NELLO!!
Mitico
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Wednesday, November 23, 2011
come on TRL...let's finish this work..
you are great...
after I hope that this will be included in the next revision..
this is my dream..
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TRL
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Wednesday, November 23, 2011
Thanks Brad although I already knew most of those crits I'm glad you're making these drawovers so I can compare them to my own research. The more the better.
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Linkxp500
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Tuesday, November 29, 2011
So... any notable progress?
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LegendarySS4
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Wednesday, November 30, 2011
Linkxp500 wrote : So... any notable progress? 
Patience my friend
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TRL
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Wednesday, November 30, 2011
By popular demand... an update on Yamucha's hands!
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RoganX
Classy
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Wednesday, November 30, 2011
TRL wrote : By popular demand... an update on Yamucha's hands!

Υ you NO UPDATE THE HEAD!
By the way, looks good
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Richma
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Wednesday, November 30, 2011
wow nice work
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LegendarySS4
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Wednesday, November 30, 2011
Hmm, nicely done there Bruno
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Malek
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Wednesday, November 30, 2011
*INSERT POPULAR DEMAND HERE* WE WANT Yamucha !
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NELLO!!
Mitico
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Wednesday, November 30, 2011
I agree we want Yamucha.. great great great work...
you are the best... continue...
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LegendarySS4
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Wednesday, November 30, 2011
*laughing out loud*, Thumbnail?
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Denz
Exploitative / Efficient
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Wednesday, November 30, 2011
Add more edges to the hand, more rows here and thar, look up for some 3D hands, see how its done.
Don't be afraid to add more shape to your silhouette, more poly's, the engine and computers nowadays can handle everything!!!
Postscript You should revise the whole model if you are going back to it, fix/add things where it needs it. Don't be sentimental and don't rush it even if it's the old one, you see stuff now better than you did back then.
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TRL
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Wednesday, November 30, 2011
Yeah you're right Denz. I did have a feeling that those hands looked terribly low poly.
But I thought I'd finish the texture first and then work on getting all of the model up to par.
That ref from poopinmymouth will definitely prove helpful.
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Baldwin
Lost Soul
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Wednesday, November 30, 2011
No one really cares of how much polies are used for the hands/finger, it'll barely be seen anyhow, it's not like it's high priority, like the head, torso, an legs.
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NabaKonvecit
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Thursday, December 01, 2011
your Wrong every part of the Model Count as a modeler I have to Argue about this even if the model looks perfect you still have to look for the Flaws you made and Straighten them up to make them better and I think Denz helped all of us while we were progressing and I thank Denz for that he is really helpful but anyway
the poly can't is Crazy but its worth it if the model was Modeled and Refined in the best way it should be
Head LEgs Torso IT all matter
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Laguna|DaGGeR
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Thursday, December 01, 2011
hope he get wolf fang fist AUUUUUUUU ....wuff *laughing out loud* nice
and finally the roshi sign puhh (which krillin also needs)
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NELLO!!
Mitico
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Thursday, December 01, 2011
come on TRL you are the best ...can't wait any updates..
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Zeth
The Admin
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Thursday, December 01, 2011
If I've said this once I've said it a thousand times; the only real significant aspect of an accuracy-based model is the head/face. Everything else is second-class. You could stick Goku's head on a cube and it'd still be more recognizable and identifiable than a model with lower quality facial details.
If you'd like to have a pair of highly accuracy Dragon Ball Z hands, I can toss you N-J's work from 2007. Granted they'd need to have some of the details converted from full mesh detailing to textures, the overall contours and specifics are all in place.
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Denz
Exploitative / Efficient
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Thursday, December 01, 2011
Dragon Ball Z characters have about 3-4 outfit types, it's best for ZEQ2-lite, as Zeth said, to use as less different body parts possible, so that the style may not vary for the final product.
You should provide the talented bunch on this forum with more quality parts that they can use (like that hand), so they won't waste any time redoing stuff or using bad ones either. Professional game studios work that way, in a way, it is "team" model or work, actual artist doesn't count that much as the maker with that way in the credits.
TRL if you fiddle with textures now and then add/change the mesh later, you will probably end up doing it again, fixing UV's and texture. Also as I really don't support using other peoples work or parts of it, which will never be your own made thing, I suggest that you learn to model it yourself, but if it's just a model that you don't really fancy or want to finish it for the fans, you could always go with the other idea.
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Zeth
The Admin
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Thursday, December 01, 2011
You should provide the talented bunch on this forum with more quality parts that they can use (like that hand), so they won't waste any time redoing stuff or using bad ones either.
Practical and reasonable. I've stated this many times as well.
I really don't support using other peoples work or parts of it
Seems like entrapment, but I'll bite.
You JUST provided an indirect supporting consensus in your previous paragraphs that logically said the exact opposite. To be thorough in the rationale, it's more than just about style consistency or even just utilizing time effectively. If you consider the fact that Dragon Ball Z (and other concepts) use the same artistic principles in it's original drawing styles, it's pretty plain to see that there's little point in recreating the same components again and again when the result is perceptually (and structurally) identical.
What logical reason do you have for not supporting piece reuse even though you obviously understand its benefits?
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