My First TS 7.5 Model

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My First TS 7.5 Model // Work in Progress

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Post by GrimMoroe // May 21, 2007, 3:24pm

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I finished my anatomy study and was able to build this human male model. I followed the tutorial DVD from Freedom-of-Teach http://www.freedom-of-teach.com/products/prod_detail.php?sect=products&pid=det_anadvd1

Although the tutorial was built using Maya the TS tools work great and it is easy to follow along. Here are the models I built.

http://i69.photobucket.com/albums/i60/GrimMoroe/HumanHead.jpg

http://i69.photobucket.com/albums/i60/GrimMoroe/Human2.jpg

http://i69.photobucket.com/albums/i60/GrimMoroe/Human1.jpg

http://i69.photobucket.com/albums/i60/GrimMoroe/HandMuscle.jpg

http://i69.photobucket.com/albums/i60/GrimMoroe/FootMuscle.jpg

Let me know what you all think good or bad.

Post by frootee // May 21, 2007, 4:18pm

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Damn. Mighty Fine Job you did there! Looks great!


How long was your modelling time, and which ts tools did you specifically use?


frootee

Post by GrimMoroe // May 21, 2007, 4:36pm

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I would say it took about 6-7 hours. I started with a cube and basically extruded and used add edges tool. Thanks for the reply. :D

Post by Jack Edwards // May 21, 2007, 4:47pm

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Wow! Nice work Grim! :banana:


Now ya gotta UV map the guy. So you can get some textures on him. ;)


-Jack.

Post by trueBlue // May 21, 2007, 6:12pm

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Very nice Grim!
Did you use the Workspace Mirror Modeler tool?

Post by MadMouse // May 21, 2007, 10:12pm

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The body looks great! my only crit would be with the face. his mouth does look a bit like he's blowing a kiss. Maybe you could move his mouth section back a little and widen it out and this would solve the problem HTH


Steve

Post by W!ZARD // May 22, 2007, 1:31am

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Nice job Grim. I know you've been studying anatomy and I haven't (unless Playboy magazine counts;) ) but the thing that stood out for me was the deep grooves right under the shoulders at the back. I can see your guy is supposed to be well muscled but that just doesn't look quite right to me.


Looks like you've got a good balance between detail and low poly - so he should be fairly easy to rig for animation. What is the poly count?

Post by kena // May 22, 2007, 9:01am

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Much better than I could do - ;) I'm no great shakes on anatomy, and nothing stood out for me at first glance. I would say you are well on your way with this one.

Post by GrimMoroe // May 23, 2007, 2:05am

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Thanks guys for all the crits.


Jack Edwards- I have other things to do before UV and texturing him.


trueBlue- I used the mirror modeler in the modeler.


MadMouse- The whole mesh needs quite a bit of refinement so my next step will be to take him into zbrush 3 and do some sculpting. I will fix the mouth.


W!ZARD- I have already starting fixing this. It is a little under 6,000 quads.

Post by skipper // May 23, 2007, 2:16am

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Now ya gotta UV map the guy. So you can get some textures on him. ;)

Somehow I knew you were going to say that. :D

Great job, GrimMoroe, that's one of the things I want to try my hand at next too, low-poly humanoid mirror-modeling.

Post by Birdnest // May 23, 2007, 9:10am

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Nice work! I've also successfully modeled a human head myself.....just the head lol. However my poly count may be a bit larger than yours lol.


You have Zbrush 3? How much was that retail?

Post by GrimMoroe // May 23, 2007, 2:40pm

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Thanks guys for the kind words.


Birdnest: it is $489

Post by roman // May 24, 2007, 3:07pm

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I used the mirror modeler in the modeler.Nice model, I wonder what do you think about point edit tools in workspace?

Post by W!ZARD // May 25, 2007, 12:42am

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Nice model, I wonder what do you think about point edit tools in workspace?


Well here's what I think FWIW. (Copied from "Roundtable' thread):

"The new widget seems far superior to the old bounding box to me. It allows me to manipulate everything from a single vertex to a selection to the complete model all in the same way. The scale rotate and move operations are smoother and come with a wider range of actions and when used in conjunction with the 'Q', 'W' and 'E' hotkeys (for object, world and screen coordinates) the ease of use seems far better to me.


I love that I can easily move any item from a single vertex up, in any plane direction (the triangle) and in a single direction (X.Y or Z) by using the bar. Combined with the fact that eye or camera rotation is now around the point of edit rather than the set axis also greatly improves modelling flexibility. Combined with the 'L' hotkey which I have set for the 'look at object function and the other modelling tools I find that - particularly for point editing, the new tri-widget is far faster and offers far more control options.


It didn't take long to become as easy and natural to use as earlier methods like the bounding box. I set myself the goal of attempting the latest speed model challenge using only the new editing tools and found it very easy to pick up."


Additional thoughts - The soft selection tool and especially the soft paint brush tool are totally freaking awesome for sculpting organic shapes quickly and intuitively. I've built a complex scene featuring rocks and a dead tree using nothing but the soft paint tools and it happened very quickly. (I'll post some pics soon).


The other tool that I've been loving to use is the 'Select Edge Loops' and 'Select Face Loops' tools. How did I ever model without them?


I know you didn't ask me in person Roman but I felt I had to share these thoughts.

Post by GrimMoroe // May 25, 2007, 12:22pm

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trueBlue: I'm sorry I was wrong I did use the mirror modeler in the workspace, well both actually.


Roman: My thoughts on the point edit tools in the workspace is that they are fantastic. I did have a lot of trouble though the widget was constantly in my way. There should be a way to toggle these on and off (maybe there is I just don't know it). This shows my problem:


http://i69.photobucket.com/albums/i60/GrimMoroe/Problem.jpg


I do wish there was an extrude edge tool. ;)


All the tools worked the way I wanted them to except the select edge loops and select face loops tools since I couldn't find a way to set the selection degrees between faces and edge loops it seemed to have a mind of its own. Sometimes it worked great and other times it didn't. This shows what I mean:


http://i69.photobucket.com/albums/i60/GrimMoroe/Problem2.jpg


I have to say that you and the rest of the caligari team deserve a pat on the back for doing a great job with 7.5.

Post by trueBlue // May 25, 2007, 12:30pm

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You can hide the Widgets. In Settings/Desktop select the Default Menu and then Widgets. Uncheck Widgets to Hide.

Post by Jack Edwards // May 25, 2007, 12:46pm

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Better is to CTRL drag off the widgets panel and dock it or hot key it, so you can switch it on and off quickly while working.

Edit: I agree about the loops, and AMEN about needing the edge extrude tool.... :D

-Jack.

Post by GrimMoroe // May 25, 2007, 12:48pm

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Thanks guys this will help me a lot!

Post by Steinie // May 25, 2007, 2:33pm

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Roman,
I wish you could move a widget to the right or left a certain distance with a slider. That way you could have it on the screen but where I decide it should be.

Post by Vizu // May 26, 2007, 12:30pm

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GrimMoroe !


Have you ever try the "POLYTOOLS" for Truespace ?

The edge extrude is one of many parts in.


See some examples here

http://www.render-lab.com/Polytools_tut.htm

Post by GrimMoroe // May 27, 2007, 1:37am

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Vizu! long time no talk to old buddy! http://i69.photobucket.com/albums/i60/GrimMoroe/drunk.gif

Does this plugin work with TS 7.5?

Post by GrimMoroe // Jun 10, 2007, 4:32am

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Taking my model to the next step it was built for.

Post by Jack Edwards // Jun 12, 2007, 12:59am

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Badass! Nice work Grim. :D


-Jack.

Post by jayr // Jun 12, 2007, 1:03am

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thats some damn fine modelling, he looks like an extra from mad max or some kind of post-apocalyptic superhero racing driver.... or a wrestler

Post by 3dvisuals dude // Jun 12, 2007, 1:47am

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Sweet!

I definitely agree with Jayr... "damn fine modeling!"

- 3dvisuals dude

Post by GrimMoroe // Jun 17, 2007, 9:25am

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Thanks everyone for the kind words.


I did some more roughing in:

Post by 3dvisuals dude // Jun 17, 2007, 2:30pm

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This is lookin' fantastic!

Howz your polycount lookin now though in tri's?

Are you planning to pop this into Torque now? It would be a blast to fight with it online! :D

Looks like you've got a bright future ahead of you already! :cool:

- 3dvisuals dude

Post by GrimMoroe // Jun 17, 2007, 2:52pm

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3dvisuals dude: I do plan on popping this into torque for the current game project I am working on. This will be the high resolution mesh for generating normal maps. The high resolution mesh is at about 80,000 polygons "quads" so about 160,000 tri's, the low resolution mesh will be around 10,000 tri's when finished with normal, spec, bump, color, and glow/alpha maps per fighter. I hope to wrap up this model soon so I can move on to the next fighter. Thanks for looking! :D

Post by GrimMoroe // Jun 17, 2007, 6:07pm

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I finished most of the cloth material and pad/armor pieces.

http://i69.photobucket.com/albums/i60/GrimMoroe/ninja5.jpg

Post by 3dfrog // Jun 18, 2007, 7:52am

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Model's looking great grim. I am inspired to get that tutorial now, unfortunately I have to wait a while but I'm definitely gonna get it.
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