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BoH model


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The legs are just a little short.They kinda look like that they'll struggle to keep the upper torso upright. My advice is to either make them a bit longer or make them more bulky.

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  • 3 months later...
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Ok, I actually made this walkcycle a couple of months ago and never posted it, but people have been saying the legs are too short, so I'm showing it now, so they can see how they look in motion. Idunno, but I think it would look mis-proportioned if they were longer.
But opinions and critiques are as always welcome:)
Right Click>Save Target As...(divx5.0.2, 245kb)
http://www.geocities.com/stehrani3d/gallery/new_walk.avi
And since none of the pics in this thread work anymore, here is where the model is at now. Textures are almost finished (I think).

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The walk is a little bit too casual in my opinion, would help if you made him look around while he's walking. Also those green flames don't really fit in, but that's probably a minor detail.

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Noted. The animation was mostly to test the green "stuff" and I didn't spend a lot of time refining the walkcycle. I was thinking it would look liquidy while it's on the hands, like it is right now, but when thrown, it would ignite in flames (they also need to be smaller overall). Hopefully I can pull something like that off.

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Yeah I'd definatly make them smaller just to outline the hands and when thrown then, as you said, it could ignite and become larger and flame like. Also right now the viscosity of the liquid seems too fluent but if you shrink it, it might look good this way. Having it leave behind 'sparks' or burning dropplets as the hands move would be a nice detail to add.

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Argh! Of all places you chose to put the animation on Geoshitties!
Cut'n pasting doesn't work in this case, crap!

Personally, I think the BoH in its entirety is too short. It needs to be somewhat taller. I think the general rule is that you should be able to multiply the head's height with seven to get the correct height of the character (for human characters at least) - I could only fit five heads into this one, so he needs to be at least two "heads" taller. As he looks now, he gives the impression of being kinda pudgy (and I'm sure it has nothing to do with his muscles - rather his height somehow).

But the details are freaking good, especially the face. Now I just wanna see it in motion to be able to give comments that will give it justice.

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He didn't say to copy and paste he said to right click on the url and click on 'save target as' or the equivelent depending on your browser. Worked for me, and it's still working right now.

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Gotta say it looks great when in motion, but I'd still say that it needs to be taller - either that or his head needs to be a tad smaller.

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Thank you for your crits guys, I appreciate them.
nxn, I had the same idea about the droplets. I wanted to have droplets of varying sizes seperate from the main mass as he swings his arms about. No luck so far, but I know it's possible.
dsm, the easiest way to increase his height at this point is to buckle the legs less. I'm kinda outta luck as far as changing the geometry goes, because I've already done the rigging. If I were to change the model, I'd have to do the rig all over again (rigging takes time and it's very tedious).
I'll probably post some decent animation in december.

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Heh too bad you didn't see what happened when I soaked a cloth with lighter fluid and waved it around while it was on fire, there were actual droplets flowing off of it that looked like mini lightning bugs chasing it or a ton of dust that was burning in mid air. Grade A inspiration. =P

Although I do realize the problem isn't with inspiration but actually finding a way to do it and get that effect. I never really did anything with 3d modelling so I wouldn't know how to help you.

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  • 3 weeks later...

wish i could see images of it :\ images seem to be down, o well :) hopfully you can get em up again soon so i can see em ;), i really wanna see someone make an archvile model and a iron maiden model from quake 2 for q3 :x.

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De juice, you should hand in the finished product to planetdoom. That way your model won't become another currupted link, or sink away.

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Oops, my mistake, I deleted that pic off the server. But here are a few newer pics for you guys, the thing is about 96% done now. I'm working on Doomguy right now (just started), and after that I'll make an Imp. The plan is to make a short 1-2 minute animation for my next demo reel:)











mods: if it's too many pics I'll remove some of them.
And Happy DooM day everybody:P

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DaJuice said:

mods: if it's too many pics I'll remove some of them.

The limit is set to 10 per post in the forums control panel, so use them all if you need.

Anyway, I can't believe I didn't notice this thread until now. This is one of the best Doom-based renders I've ever seen. The body has somewhat of a rubber-chew-toy look to it, but the face is almost as good as Zaldron's model. The tongue is especially creepy.

You might want to edit those recent pictures into your first post as well.

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I didn't even notice that until a few months ago. I thought Julian was the only one who used it anyway. I prefer to go forum-by-forum.

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Wow, those are simply astounding. :D
I love the head there, so beautiful I could kiss it! :D It would be so awesome if you could insert that into Doom III for the Baron Of Hell somehow, because, wow, that is just, awesome. I tip my hat to you. :D

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damn dood, very nice, you should put these in jdoom ;x , there current 3d models are blah, i really wanna see an arch vile ;) or iron maiden from q2 ;p that would be hott to see high poly versions of both.

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Thanks for your comments ppl, they are very encouraging:D
Lüt, is there anywhere I can look at Zaldron's model, I'm curious to see other 3d doom stuff. And yeah, I know about the skin, I'm having a hard time getting a realistic skin shader. I need to read up more or something.
Doom Anomaly, who knows, let's see what the Doom3 baron looks like first:P
Shapeless, I know the arms could use a bit more definition, maybe I'll do another pass at the displace textures.
instinct-driven, I was actually thinking of making the archvile for the anim because it's one of my fave monsters, but I realized his fire-atack would be too hard/time-consuming to re-create:(

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The un-subdivided model has about 10,000 polygons, but it is rendered as Sub-Division surfaces, which creates an arbitrary number of polys depending on the camera distance/shading quality. This means for every pixel in the image there are multiple micro-polygons (I'm not sure how many on average).

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DaJuice said:

Lüt, is there anywhere I can look at Zaldron's model, I'm curious to see other 3d doom stuff.

Unfortunately, I just looked through all my per-person and online image directories without finding it anywhere. He posted it on the forum at least a year or two ago, but back then he was using a free-storage space and his account has long since expired. I'll ask him if he can find and post it. Of course, without a working PC, that may take a while.

Edit: Here's the original thread.

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