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Subject: New WIP: Sir Hugh Character, Hexagon Box modelled


socalkdl ( ) posted Fri, 14 April 2006 at 11:03 PM · edited Sat, 23 November 2024 at 5:58 PM

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Here's a new character I'm working on. Needs medieval clothing next.


socalkdl ( ) posted Fri, 14 April 2006 at 11:03 PM

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Close-up of face.


ominousplay ( ) posted Sat, 15 April 2006 at 12:23 AM

Your model looks good. I like the expression. I can see this chap dressed out in a knight's armor. Question: Do you reuse hands and feet from previous figures? Do you start from scratch or a base figure - your last was the old man model if I remember.

Never Give Up!


socalkdl ( ) posted Sat, 15 April 2006 at 9:39 AM

Good question. I am creating a library of hands, feet, heads & bodies for reuse. The only shared geometry between the Old Guy and Sir Hugh is the hands, however.


socalkdl ( ) posted Sat, 15 April 2006 at 11:44 AM

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Got rid of the funky green underwear. Now he has leather shirt & cotton breeches. I copied (dup with symmetry) body parts to make clothes, then altered them to fit over Sir Hugh's body.


ominousplay ( ) posted Sat, 15 April 2006 at 6:05 PM

Are you adding thickness (don't know if you would in Hex.) to the clothes? I have in the past for clothing I modeled in Carrara, and while I liked the look, when I went to adjust it, the two layers made it more difficult to manipulate - ended up with layers poking through. Looking good. Please keep posting your progress.

Never Give Up!


ominousplay ( ) posted Sat, 15 April 2006 at 6:05 PM

Are you adding thickness (don't know if you would in Hex.) to the clothes? I have in the past for clothing I modeled in Carrara, and while I liked the look, when I went to adjust it, the two layers made it more difficult to manipulate - ended up with layers poking through. Looking good. Please keep posting your progress.

Never Give Up!


socalkdl ( ) posted Sat, 15 April 2006 at 6:19 PM

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Adding thickness just doesn't look right. The green underwear he first had is a good example of unnaturally thick cloth. I now duplicate a portion of the body mesh I wish to clothe, then extrude the sleeves or legs etc. and push pull vertices until the shirt or pants cover the body. Your right about the complications that occure when you try to adjust a mesh that has thickness. The jacket on my Elfette character is different in that it is box modeled. Here's the jacket with Elfette:


socalkdl ( ) posted Sat, 15 April 2006 at 6:23 PM

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And here's the jacket without Elfette in the way. The pants, by the way, are an extrusion based off of a simple circle. The belt, purse and scabbord are based off of a circle extruded, thickness added and then the purse, buckle and scabbord extruded and pulled into shape.


ominousplay ( ) posted Sat, 15 April 2006 at 6:29 PM

Cool! Gives me ideas! I need to model more in Hex. Your models are fun to look at. Reminds me of my old D&D days.

Never Give Up!


socalkdl ( ) posted Sat, 15 April 2006 at 6:43 PM

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Yea, I was heavy into D&D in my college years. I'm purposely modeling my characters so they can have different clothes. Here's Elfette with her jacket hid and her semi-transparent blouse turned visable. It was modeled from a circle extruded and areas filled in as necessary with the facet tool.


socalkdl ( ) posted Sat, 15 April 2006 at 7:01 PM

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You had asked about reusing body parts for different characters. Here's Elfette getting her feet attatched.


socalkdl ( ) posted Sat, 15 April 2006 at 10:54 PM

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Sir Hugh's armor is progressing.


ominousplay ( ) posted Sun, 16 April 2006 at 1:09 PM

So the clothing you are making is not 2 layers thick? Just one. I like that, makes it easier to manipulate. I like the models. Do you mind posting a close-up of the elf's face? I want to see how you modeled the facial details. You did all the shader zones in Hex? Nice job.

Never Give Up!


socalkdl ( ) posted Sun, 16 April 2006 at 9:29 PM

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Here's Elfette's face close up. I'm starting to get a better grip on shader zones in Hex. There's a particular order to follow or the zones don't take. I still have some problems assigning texture map UV's like on the eyes. I'm also becoming more familiar with the line tools. I was having all sorts of problems with the weld tool causing Hex to lock-up, until I realized you really need to turn off smoothing, especially when welding points between to grouped objects. Can hardly wait for Eovia to send me the link for my free Hex 2 upgrade. I have an alien that is crying out for displacement brushes to add all the cool surface details.


ominousplay ( ) posted Mon, 17 April 2006 at 12:09 PM

Lookin' good. I have not tried to assign shader zones in Hex. I just model and take it to CArrara to add finishing touches. I need to learn how to do it all in Hex.

Never Give Up!


socalkdl ( ) posted Wed, 19 April 2006 at 5:52 PM

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Decided to drop the plate armor and go for more of a ranger look; leather vest, boots, gloves, cape etc. Here's latest WIP.


ominousplay ( ) posted Thu, 20 April 2006 at 10:46 AM

lookin' good, now he needs a bow&arrows... and a horse : )

Never Give Up!


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