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Posted: Sat Jun 30, 2007 4:13 pm
by Galactic_Marine
Well, yeah, that's why I'm not putting it ingame. Besides, it's not supposed to be a statue...it's a human head.
Posted: Sat Jun 30, 2007 9:32 pm
by Snork
aww...
Larger? In game it would be about 10 meters wide by 22 meters high (30 feet by 66 feet)
That might explain why my models stink...

Posted: Sun Jul 01, 2007 10:25 am
by minilogoguy18
show a wireframe of it because the eye area already looks like you might have to redo it.
Posted: Sun Jul 01, 2007 1:25 pm
by Galactic_Marine
...I don't think I'll really have to redo it. I mean, I will replace the mesh for the eye with a sphere...and perhaps shape around it a bit. But that's all, it needs (I think?)
Posted: Sun Jul 01, 2007 8:18 pm
by minilogoguy18
na show a wireframe, if you want to get into real character modeling you have to build the model a particular way if you want the model to deform well, thats what im trying to help you with.
Posted: Sun Jul 01, 2007 8:32 pm
by Galactic_Marine
Okay, here it is...as you can see, I tried to make radiating circles around the eyes and mouth.

Posted: Sun Jul 01, 2007 8:35 pm
by Snork
how do you MAKE models like that? I can hardly make a castle tower thats got any shape at all, and your here creating awsome heads.
heheh
Awsome heads
Great work
Posted: Sun Jul 01, 2007 11:03 pm
by Galactic_Marine
Actually, this is my first attempt at head modelling in xsi.
Posted: Mon Jul 02, 2007 10:50 am
by minilogoguy18
looks alot like the primitive>model>male head but with some of the settings tweaked and its been subdivided a few times.
Jango's pistol from AotC
Posted: Mon Jul 02, 2007 12:30 pm
by AceMastermind
I didn't hold anything back while making this, because I didn't really care about the polycount being high, but I think this is probably my best work yet, and i'm not really into making weapons, but i've always thought that Jango's pistol from AotC was cool, so I made one.
Jango's pistol:

Posted: Mon Jul 02, 2007 2:21 pm
by Galactic_Marine
Actually, I made the model from scratch. But didn't you say I needed to change the eyes a bit? I'm still looking for suggestions.

Posted: Mon Jul 02, 2007 3:44 pm
by minilogoguy18
well you DEFINITELY need to knock back the polygons, thiers way too many and its just gonna make it hard to work and edit. you can get rid of some of the edge loops by going into edge select mode and right clicking and choosing select edgeloop (around corners) and manually delete them or just build a new model over the existing following the same polyflow. even in next gen video games the poly limits artists aim for is around 7k for the ENTIRE model, your head looks to be a lil less than half that, which is way too much. if you want to get into high detail character modeling build fairly low poly base meshes and bring them into programs such as ZBrush or Mudbox and subdivide them and sculpt the detail onto them later using the high res model as a normal map for the low res.
also ace, howd you get your viewport background blue? i forgot what menu its in and i wanted to change mine.
Posted: Mon Jul 02, 2007 4:59 pm
by Galactic_Marine
Well, I'm not really planning to put this ingame, and actually, I started with a fairly low-poly model, and then subdivided. What I showed you was the finished product. The model which I created by hand looks like this:
after I subdivide this, I mirror the model and merge the two meshes. Most of the changes I will make to the model will happen in the low-poly state, and will show up later in subdivides form.
Changing the viewport background color
Posted: Mon Jul 02, 2007 9:53 pm
by AceMastermind
minilogoguy18 wrote:also ace, howd you get your viewport background blue? i forgot what menu its in and i wanted to change mine.
Click on the camera icon at the top of any viewport then scroll down to and select "Scene Colors", then click on the "Geometry Views" tab, and you can customize your background, grid and viewport colors.
I grew extremely tired of the default background and had to do something else, plus it allows me to see flaws a little easier because I do most of my modeling in shaded view and the geometry always blended in with the background.
Posted: Mon Jul 02, 2007 10:32 pm
by Penguin
Very nice model ace, highly detailed and accurate, although i've never seen a picture of the wester 34 with the thing on the bottom of the handle grip.
Response to comment on Jango's pistol
Posted: Mon Jul 02, 2007 11:11 pm
by AceMastermind
Penguin wrote:Very nice model ace, highly detailed and accurate, although i've never seen a picture of the wester 34 with the thing on the bottom of the handle grip.
Thanks, but I still need to go back and tweak the slots on the barrel, weld some more points on the handle and pre triangulate the trigger and then I think i'm done with the geometry.
Here is one of the pics that I used for reference, with that piece on the bottom:
*this is only a reference pic*
I need to make a chrome texture that looks like the picture and then it'll be complete.
Posted: Wed Jul 04, 2007 1:59 pm
by Caleb1117
I've been working on some more KotOR models:

I nice classic KotOR canister.
I made a open, and closed one.
Although, I'm worried that ingame, If you look inside it, you'll just see out. like being inside a building model.
And if that is the case, I'm gonna have to find an easy way of adding some innner "faces" So you don't see right through it.
Posted: Wed Jul 04, 2007 3:19 pm
by Murdocr
@Caleb': To easily add faces to the inside, do the following:
1) Select the edges around the top of the cylinder shape.
2) Press ctrl+D to duplicate the edges.
3) use the scale tool to scale them in slightly along the X and Z axis.
4) Press Ctrl+D again to duplicate once more.
5) Drag these new edges down on the Y axis, until it reaches the bottom of the canister.
If all goes well and i didn't miss out any steps, you should have some nice faces inside the canister
EDIT: an easy way to select edges such as the ones on the top of the cylinder is to use the loop selection. To do this, you must be in the raycast edge selection mode. Then Left click on one edge. then middle click on another edge to loop select all the edges at the top of the cylinder

How to select an edge loop in XSI
Posted: Wed Jul 04, 2007 3:57 pm
by AceMastermind
You can also press alt+MMB to select a single edge loop or you can select multiple edge loops by holding shift+alt+MMB.
Posted: Wed Jul 04, 2007 7:45 pm
by Caleb1117
Thanks alot Murdocr.
Took me a minate to figure it out, but it worked just fine.
Now I'm working on a KotOR Computer Interface.
