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FRIEZA MAN'S model project

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VLadD View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

Nello please give me this model on skype

NELLO!! Mitico View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

well vlad to be honest I want work alone on this ginyuforce models.. but from the moment that we are a team not just AKT but all the zeq2lite members, I post here the OBJ + textures , if you want edit something you can but only for the demo version to me..

even I want work alone I am anyway humble to post and release at difference of the other members of the forum..I'm pretty sure some never will give max files to us.. but I do it right now from me..

because I'm a good boy.. Wink

VLadD View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

What I can say this head bad....on proportions

But your updates on it good

TRL View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

I agree about the mouth with Vlad. They are very close to the nose in Dragon Ball Z.
The ears not showing enough up might be do to it being shown in perspective view. That's why you can only really judge a model proportions in pure front and side view. Nello and gigirs still have to learn this.

NELLO!! Mitico View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

........deleted post

TRL View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

What the heck are you talking about Nello? I was actually defending you about the ears.

Also what's the point in criticizing a finished model? of course you have to criticize it when it's in progress..

NELLO!! Mitico View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

ops I didn't understand before. sorry. nothing is bad Wink

gigirs50 Protege View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

TRL wrote : Nello and gigirs still have to learn this.



this head isn't well placed in the front view because is bent towards the chest like Nappa
anyway is simple for Nello to place well the head in the front view

TRL View user's profile Send private message

Reply with quote Tuesday, May 15, 2012

I'm not talking about that. The pictures you are showing are not actual front view, but perspective view viewed from the front.

NELLO!! Mitico View user's profile Send private message

Reply with quote Wednesday, May 16, 2012

ah yes TRL thanks..vlad have done the drawover as he is in front wiew but is in perspective..

if I respect that drawover Ginyu will have ears like Dumbo the elephant.. Laughing extra large..

I agree with the mouth and of course with the height of the head..

NELLO!! Mitico View user's profile Send private message

Reply with quote Friday, May 25, 2012

let's continue this head model for butter.. need work in uvmaps and textures.. the yellow part on the head will be modelled.. not just with black lines but with reliefs..

NELLO!! Mitico View user's profile Send private message

Reply with quote Friday, May 25, 2012

done the reliefs on the up yellow part of the head..

now the lines are more precise.. Wink

Mitsurugi View user's profile Send private message

Reply with quote Friday, May 25, 2012

Very nice, waiting for it!

Denz Exploitative / Efficient View user's profile Send private message

Reply with quote Friday, May 25, 2012

Nello too many polygons on that orange head thing, clean it up, you can cut it down by half and still have the detail like that.

NELLO!! Mitico View user's profile Send private message

Reply with quote Friday, May 25, 2012

yep I will improve this thing... Smile

NELLO!! Mitico View user's profile Send private message

Reply with quote Friday, May 25, 2012

new ups.. fixed textures.. closed mouth for the standard expression.. for now I will try this ingame and I will see how he work .. Wink

where is gigirs50?! Sad

ivanhoeGT View user's profile Send private message

Reply with quote Friday, May 25, 2012

nice job!gigirs is everywhere dude.Maybe he'll come to stop by later Very Happy Very Happy

gigirs50 Protege View user's profile Send private message

Reply with quote Friday, May 25, 2012

NELLO!! wrote : new ups.. fixed textures.. closed mouth for the standard expression.. for now I will try this ingame and I will see how he work .. Wink

where is gigirs50?! Sad



Laughing I'm here...good work with the head...I want to show the progress..send to me the .max files

and what about the Tokusentai's bodies?

NELLO!! Mitico View user's profile Send private message

Reply with quote Friday, May 25, 2012

I send you the files don't worry..

the bodies I have in my archive.. download jiece please.. Laughing Laughing

VLadD View user's profile Send private message

Reply with quote Saturday, May 26, 2012

Okay guys I have edited Cooler head for svn....And one thing on the body

NELLO!! Mitico View user's profile Send private message

Reply with quote Saturday, May 26, 2012

I like Wink

VLadD View user's profile Send private message

Reply with quote Saturday, May 26, 2012

And here another edit from me Rolling Eyes

Mitsurugi View user's profile Send private message

Reply with quote Saturday, May 26, 2012

Like both of them

NELLO!! Mitico View user's profile Send private message

Reply with quote Saturday, May 26, 2012

good up there.. Wink

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, May 26, 2012

Nello too many polygons on that orange head thing, clean it up, you can cut it down by half and still have the detail like that.


I'm guessing you are just telling Nello to optimize and not exactly remove the extrusion, correct? Just asking for the point of clarification because a lot of old-school modellers are taught that you should use as few triangles as possible and rely on texturing for details, yet most don't realize why that is/was the standard.

I'm not implying you come from this school of thought nor that comments about reduction (without detail loss) don't hold true. What I'm basically saying is that always going lower-poly in all situations sacrifices silhouette/depth information. Contour definition is often an abasement of quality and thus would be a rather strange aspect to reduce when most low-end machines can crunch hundreds of thousands (more often millions) of triangles a frame with acceptable performance. It's especially ill-advised when you don't have access to GPU shaders and cannot utilize things like normal/parallax/displacement maps -- which would actually be MORE costly and LESS effective in a case like this where you'd lose performance from using them compared to just making the mesh higher-poly.

The only true problem with using large amount of triangles to convey details comes with complexity in the bone weighting/skinning process. With realtime skeletal animations, this would add CPU overhead, but with the case of ZEQ2-lite, it'd be a matter of additional disk/memory usage for each model snapshot.

Basically, I didn't want Nello (or other users) to feel like they should never add details like these when they could be helpful.

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