Sun, Oct 20, 9:13 PM CDT

Character (W.I.P.) 02

3D Studio Max (none) posted on Mar 07, 2002
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Description


Here's the latest version, with a head (finally,) and some other accessories. She still needs hair, (I haven't been satisfied with the hair I've modelled yet...) and there's a few other things I can think of that I'd like to add. I'd like to eventually animate her, and I'll admit I'm a novice when it comes to that. If anyone notices any potential problem areas, (pertaining to animation,) feel free to enlighten me. (Is it going to be tricky to attach biped/physique to all the multiple pieces??) As per request, I've included a non-smoothed, wireframe version.

Comments (6)


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Styxx

5:16AM | Fri, 08 March 2002

Looks great! She would make a great Poser Character!!

tcarretti

6:25AM | Fri, 08 March 2002

This is great modeling! Wish I could this in Lightwave, you're good....

maxwell

10:02AM | Fri, 08 March 2002

Excellent use of the female form. Very well done. I'm impressed.

Darksteps

5:04PM | Fri, 08 March 2002

Looks very nice... are you using spline modeling or patch grid modeling...? also, why not download the Shag: Hair demo to do her hair... unless of course this is intended to be a gaming model... if you use physique you should prolly make all those pieces into one piece, basically, one model... I don't think you can use physique on multiple pieces, but I'm only a novice at Character Studio...

Odin

1:32AM | Sun, 10 March 2002

No she wouldnt make a good poser char, cause poser SUX! try with GI, like a light dome of ...100 spots lights with 0.03 multiplier...or something :)

the hankster

4:55PM | Sun, 10 March 2002

That's looking real good. I am haven't done any character animating experience myself but one problem with making the entire character one piece is the that the armor parts shouldn't deform the same way (or at all) as the rest of the body. So you might have to handle those parts separately. The other area I am not sure of is you have the arms lowered at 45degrees instead of the standard 90. This could lead to problems with the those vertex envelopes on the upper arm intersecting with those on the torso. Anyways I still thinking back to the old Character Studio I saw long time ago and it might be a non-issue with the latest release. PS: Thanks for posting the wireframe. It's very helpful for those of us learning sub division modelling :)


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