Author |
Message |
VLadD
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Tuesday, May 15, 2012
Nello please give me this model on skype
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NELLO!!
Mitico
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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..
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VLadD
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Tuesday, May 15, 2012
What I can say this head bad....on proportions
But your updates on it good
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TRL
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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.
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NELLO!!
Mitico
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Tuesday, May 15, 2012
........deleted post
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TRL
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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..
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NELLO!!
Mitico
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Tuesday, May 15, 2012
ops I didn't understand before. sorry. nothing is bad
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gigirs50
Protege
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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
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TRL
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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.
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NELLO!!
Mitico
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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.. extra large..
I agree with the mouth and of course with the height of the head..
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NELLO!!
Mitico
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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..
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NELLO!!
Mitico
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Friday, May 25, 2012
done the reliefs on the up yellow part of the head..
now the lines are more precise..
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Mitsurugi
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Friday, May 25, 2012
Very nice, waiting for it!
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Denz
Exploitative / Efficient
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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.
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NELLO!!
Mitico
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Friday, May 25, 2012
yep I will improve this thing...
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NELLO!!
Mitico
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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 ..
where is gigirs50?!
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ivanhoeGT
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Friday, May 25, 2012
nice job!gigirs is everywhere dude.Maybe he'll come to stop by later
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gigirs50
Protege
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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 ..
where is gigirs50?! 
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?
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NELLO!!
Mitico
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Friday, May 25, 2012
I send you the files don't worry..
the bodies I have in my archive.. download jiece please..
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VLadD
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Saturday, May 26, 2012
Okay guys I have edited Cooler head for svn....And one thing on the body
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NELLO!!
Mitico
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Saturday, May 26, 2012
I like
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VLadD
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Saturday, May 26, 2012
And here another edit from me
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Mitsurugi
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Saturday, May 26, 2012
Like both of them
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NELLO!!
Mitico
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Saturday, May 26, 2012
good up there..
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Zeth
The Admin
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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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