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Old 20-10-2007, 01:45 PM   #1
Abhiraj_rao
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Default Encarta

Hello Friends!
Well come to the world of 'ENCARTA'. Its another of my concept (the concept is somewhat similar to an Aime called "Curious Play") for a MMORPG (another game concept) . In the land of 'ENCARTA' 4 goddesses (Goddess of Earth, Fire, Wind, Water) ruled over their respective territories. The aim of this game is to gain the favor of the 4 goddesses to become the most powefull being in the land. Apparently Zorok (villain) has acquired those powers and is plaguing the land with needless wars. The Hero (Players) are on a quest to defeat Zorok. For this concept i'm preparing the goddesses Zorok and one of the Hero Character.
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Old 20-10-2007, 01:56 PM   #2
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Default Goddess of Earth - Adele

Well for this concept i've prepared the first goddess Adele
Attached Thumbnails
Adele Face G.jpg   Adele GCF.jpg   Adele GCB.jpg   Adele GNF.jpg   Adele GNB.jpg  

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Old 20-10-2007, 02:04 PM   #3
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Here is the Wires
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Old 20-10-2007, 02:09 PM   #4
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Finally the textured version. well i've not properlly textured it yet i've just given it a flat colour to differentiate the props.
Attached Thumbnails
Adele Face C.jpg   Adele CCF.jpg   Adele CCB.jpg   Adele CNF.jpg   Adele CNB.jpg  

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Old 20-10-2007, 04:25 PM   #5
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well started nice...nice modeling only few points r der..i mean the nose is lookin to flat give it a bulge....n hope u will givemore detailin to it...ie the line connectin nose n lips...otherwise it overall is very kool ...
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Old 20-10-2007, 05:13 PM   #6
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Well, your mesh handling is certainly not bad. Some technical problems are there but the biggest one being the stiffness in the model. But as you mentioned its a game model so the above really wont matter as you could trick this out with some well done maps. The only other concern is the mesh deformation. What game engine are you developing this for?
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Old 22-10-2007, 10:49 AM   #7
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Thank u meat3d for visitin and for ur kind words. well the thing is i was following a scketch as the reference and the nose was kindof flat but still i would improve it in any ways possible

dragst thank u for visiting the thread. well first of i would like to know in detail what what u ment by technical problems. second thing is that i'm not creating a game but creating a concept art for the game. i had this concept in mind for quite some time so wanted to get the models ready and make it as realistic as possible.
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Old 22-10-2007, 11:33 AM   #8
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The face needs more tweaking, try to match the ref in perspective also and try more real pics to resemble I would like to mention 1 more thing that the "palm" has to be bigger, the hand lenght seems to be OK but try to make the palm bigger , i,e lenght of face should be equal to lenght of the Palm.

Hope it helps !!!!


best of luck !!!
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Old 22-10-2007, 12:14 PM   #9
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Post having some problem can u help me

Quote:
Originally Posted by Ekalavya View Post
The face needs more tweaking, try to match the ref in perspective also and try more real pics to resemble I would like to mention 1 more thing that the "palm" has to be bigger, the hand lenght seems to be OK but try to make the palm bigger , i,e lenght of face should be equal to lenght of the Palm.

Hope it helps !!!!


best of luck !!!
hi , i am new in here,, i did one model,,, i want to tuxture it for that,i took my tuxture resalution 300 but it showing error when i am doing maya render,,
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Old 22-10-2007, 01:28 PM   #10
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Abhiraj_rao,
Try to reduce the mesh without losing too much detail. The face has a bit too dense mesh. The mouth need not be opened (its not going to be doing any lipsync right??). The hair and the cloth are good areas to reduce the polycount. Face the palm of the hand down to ensure better rigging. Check the overall proportions. The mesh above the knee is not required.
I current model characters for UT 2004, Unreal Engine 2 (for fun). I use a rig and model the character around it. Each game has some specific rigs and the modeling has to be done accordingly. I also use the UnrealEd to get the characters ready to play in the game. Bottom line is use the minimum of poly and get the maximum out of the maps. If you need a game rig I shall be happy to send you one.
Also a lot of games now use normal maps to get the detail but still have a light mesh from the modeling package.
Here are a couple of image links from the epic games website for the unreal engine 3
render mesh
http://www.unrealtechnology.com/scre..._creation2.jpg
mesh for normal map generation
http://www.unrealtechnology.com/scre..._creation1.jpg
images are from
http://www.unrealtechnology.com/html...ogy/ue30.shtml
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Old 23-10-2007, 11:19 AM   #11
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Hey Ekalavya thanks for the tip about the palm

abdul what kind of error dose the software give mind writing it down so that we can help u more

Thanks for the ref. i'm not a good texturing artist but still i'll try my best. first i need to get the proportin right. then we can start with texturing. can u explain in detail about the normal maps.

I read about it in Paul Tosca's Website too. he was one of the modelers for Dominance War II. i actually liked the Varga character the way he textured that is . he had a tut about how he textured her but didnt explained how normal maps worked. u too can go thru it if u want.
www.paultosca.com
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Old 24-10-2007, 01:32 AM   #12
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hey Abhiraj_rao....nice to see this character...but IMHO, u should work out on the proportions 1st, as her legs seems to be long, proportions of the upper arm and the forearms also need to be considered, as i think the upper arm is a little shorter now and her hands and fingers are way to small...they needs to be longer and bigger....u can make her neck more thinner and longer for a more fiminine look and proportion....

she needs more works on her nose, nosebridge, lips....the forearms are getting boxy...and also legs r missing the forms and contours of a feminine figure...right now the upper leg and the lower legs are looking like simple cylinders joined by the knee area.....do some reaserch...look for some good edge flows on how to fix that up...as most of her anatomy is going to be exposed as i am assuming with the kind of costume she is wearing, u definitely need a very strong anatomy for that model, and also try to fix up the curve of the spine from the side profile, i hope u can easily get the references from any anatomical drawing books or by googling...also her breasts r way to full and completely hiding the chest and the pec muscles, i think a little natural form will look better....

keep up the updates...

respect...
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Old 01-11-2007, 06:46 PM   #13
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cool work abhiraj
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Old 01-11-2007, 06:52 PM   #14
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Hey druvsm thanks 4 comin man! i know the anatomy is off. i got a good LECTURE by others . but its 4 the good. i got to learn more. anyways i'm not geting time to work on it still, because of work. i'll keep posting the updates.

Hey jay thanks 4 comin and 4 those kind words. its greate to hear it from u.
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Old 09-12-2007, 09:11 PM   #15
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Good job Abhi....
the looks given to goddess really look
mythological. it will look damn good after more detailing is done.
the concept of 'ENCARTA' 4 is really good.
all the best !!!!!
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Old 09-12-2007, 10:12 PM   #16
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the mesh looks pretty decent. it seems u r using some sort of stylised proportion system though. keep em updates coming.
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