wc3campaigns
WC3C Homepage - www.wc3c.netUser Control Panel (Requires Log-In)Engage in discussions with other users and join contests in the WC3C forums!Read one of our many tutorials, ranging in difficulty from beginner to advanced!Show off your artistic talents in the WC3C Gallery!Download quality models, textures, spells (vJASS/JASS), systems, and scripts!Download maps that have passed through our rigorous approval process!

Go Back   Wc3C.net > Warcraft III Modding > Hosted Projects > War of the Three Hammers
User Name
Password
Register Rules Get Hosted! Chat Pastebin FAQ and Rules Members List Calendar



Reply
 
Thread Tools Search this Thread
Old 02-13-2008, 03:17 AM   #16
camel's_hump
Gone.


Project Leader: WotTH
 
Join Date: Mar 2005
Posts: 1,224

Submissions (25)

camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)

Default

Okay, I don't know when you got here, but then again I haven't been here much lately.

Your models need to have more polies. Instead of using 1 poly for the width of half the chest, then 1 more going to meet the back, give him some shape. As of right now he is way too boxy to be used. This goes for his arms and head as well, legs are actually shaped closer to what you have than the rest of the body. His arms look like triangles, and his head has a funky shape. Don't be afraid to pump up the polies on this guy because it looks really low. Also look at pictures of other models for proportions because he looks jank as of now. Don't mind me being straight forward.

For the unwrap you are sort of getting the idea, but not quite. First off for the face, I find it better to start from the front and then pull out the sides if you are going to do it like that because the actual face needs a lot more detail then the side of the head/helmet I can't really tell. Second, it is much easier to unwrap and skin things if you separate more. For instance the arms from the chest, bracers from the upper arm. I like to do chest, upper arm, bracer/hand, thigh, boots. Adding more polies will making unwrapping and skinning a ton easier because things are at less of right angles to each other. Again for the legs start from front because detail is usually not on the sides of the legs which is what has the most possibility for detail in the way you unwrapped it.

From the latest picture I have seen I am sorry, but I don't think this model is up to WotTH standards. Work on the stuff I told you and we shall see.
__________________

Oogabooga
camel's_hump is offline   Reply With Quote
Sponsored Links - Login to hide this ad!
Old 02-13-2008, 05:17 PM   #17
Mc !
Master Creator !
 
Mc !'s Avatar


Acting art director
Project Member: WotTH
 
Join Date: Dec 2005
Posts: 1,432

Submissions (101)

Mc ! has a reputation beyond repute (1118)Mc ! has a reputation beyond repute (1118)Mc ! has a reputation beyond repute (1118)Mc ! has a reputation beyond repute (1118)Mc ! has a reputation beyond repute (1118)Mc ! has a reputation beyond repute (1118)Mc ! has a reputation beyond repute (1118)

Hero Contest #3 - 2nd PlaceModeling session 2 - Chimeras

Send a message via MSN to Mc !
Default

About the poly thing, I think camels is right... if you check some blizzard models (and blizzard models are not always the best(in wc3 because wow models are good)) they have a lot more shape, even those that are for units like peasants. Trying out jigrael's tutorial might help as I said before. The face looks odd, as I already said and the eyes are weird-shaped. and also the helmet is somewhat funny. Apart from that is a good start.

Now, checking a bit the unwrap and the model, I can tell that the front of the face will be stretched, mainly in the middle part. I'd suggest making the unwrap of the face based on a cylinder instead of a plane, that way it's somewhat easier to skin and has less stretchments.

You could use a 4 sided cylinder instead of a box on the handle of the hammer.
__________________

Awesomeness = #Rep / #Posts

Last edited by Mc ! : 02-13-2008 at 05:47 PM.
Mc ! is offline   Reply With Quote
Old 02-13-2008, 08:25 PM   #18
SUPa-
User
 
SUPa-'s Avatar
 
Join Date: Jun 2007
Posts: 219

Submissions (4)

SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)

Default

Camel, I was planning on doing that for the face. Also, Chriz. edited the model some more and improved the head shape. I guess I could add more polys (I was going for how WC3 units are) Anyway, as of right now I can't do anything because I don't have power at my house :/ They said it'd probably be back up today, but meh, some people are saying until Friday

Thanks for the critique

Last edited by SUPa- : 02-13-2008 at 08:30 PM.
SUPa- is offline   Reply With Quote
Old 02-17-2008, 05:22 PM   #19
SUPa-
User
 
SUPa-'s Avatar
 
Join Date: Jun 2007
Posts: 219

Submissions (4)

SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)

Default

Sorry for no response recently, I've been busy with the challenge competition at THW. Can camel or antihero texture this model? Because I don't think I can duplicate his particular style, and mine's, I think, a lot different. I also haven't been feeling like texturing recently xD IDK, I just have been feeling like modeling, blah

Also, here's an update of the model, modified by Chriz.



Here's the UV Map

Zoom (requires log in)

If you want to UV it yourself or want the model, just PM me
Attached Images
File Type: jpg WildhammerLaborerTextureUVMap.jpg (104.7 KB, 94 views)

Last edited by SUPa- : 02-17-2008 at 05:35 PM.
SUPa- is offline   Reply With Quote
Old 02-18-2008, 12:47 AM   #20
camel's_hump
Gone.


Project Leader: WotTH
 
Join Date: Mar 2005
Posts: 1,224

Submissions (25)

camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)

Default

You didn't fix the stuff I talked about so it is not going to get a texture yet. The face definitely looks better now though.
__________________

Oogabooga
camel's_hump is offline   Reply With Quote
Old 02-18-2008, 06:45 AM   #21
antihero
Evening Commmmmmmissioner
 
antihero's Avatar


Project Member: WotTH
 
Join Date: Aug 2003
Posts: 845

Submissions (11)

antihero is a jewel in the rough (238)antihero is a jewel in the rough (238)antihero is a jewel in the rough (238)antihero is a jewel in the rough (238)

Skinning Contest #13 WinnerSkinning contest 2

Default

There is more blank space on that UV then texture space.
Do you not see a problem with that?
__________________

HAHAHAHAHAAHAHAHAHEEEHAHAHAHAHA
antihero is offline   Reply With Quote
Old 02-18-2008, 12:40 PM   #22
SUPa-
User
 
SUPa-'s Avatar
 
Join Date: Jun 2007
Posts: 219

Submissions (4)

SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)

Default

Here's the new UV Map. The face is fine as it is because all the faces are almost accurate in size which means no stretches :P The same goes for almost everything else

Zoom (requires log in)
Attached Images
File Type: jpg WildhammerLaborerTexture2.jpg (119.5 KB, 81 views)

Last edited by SUPa- : 02-18-2008 at 01:21 PM.
SUPa- is offline   Reply With Quote
Old 02-18-2008, 03:18 PM   #23
camel's_hump
Gone.


Project Leader: WotTH
 
Join Date: Mar 2005
Posts: 1,224

Submissions (25)

camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)

Default

Look, I am not just talking about the UV. Did you not read the part I wrote about the model?
__________________

Oogabooga
camel's_hump is offline   Reply With Quote
Old 02-18-2008, 06:05 PM   #24
SUPa-
User
 
SUPa-'s Avatar
 
Join Date: Jun 2007
Posts: 219

Submissions (4)

SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)

Default

I did, and I'm fine with the amount of polys it has. This is a worker, I've intended him to be pudgy, and so what if his arms are triangular prisms? xD A texture can bring out a lot of things, and the inside of the arm wouldn't be noticeable. I don't feel like retopologizing the whole model for just a few details that are relatively unneeded

Last edited by SUPa- : 02-18-2008 at 06:16 PM.
SUPa- is offline   Reply With Quote
Old 02-18-2008, 06:19 PM   #25
Chriz.
Vast Graphics Animator
 
Chriz.'s Avatar


Project Leader: WotTH
 
Join Date: Jan 2006
Posts: 2,770

Submissions (17)

Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)

Hero Contest #2 - 2nd PlaceSkinning Competetion #3 - Elementals

Default

The only thing I would agree with camel on are the arms, you could quickly re-do them to try and make them a bit more detailed, but not too much; I find the model good enough as it is. But I think camel knows what he's talking about with the unwrap.
__________________
Chriz. is offline   Reply With Quote
Old 02-18-2008, 06:26 PM   #26
SUPa-
User
 
SUPa-'s Avatar
 
Join Date: Jun 2007
Posts: 219

Submissions (4)

SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)

Default

I'll see what I can do with the arms then, but like I said, I'll have to re-make the upper torso and re-UV map it... gah
SUPa- is offline   Reply With Quote
Old 02-18-2008, 07:03 PM   #27
camel's_hump
Gone.


Project Leader: WotTH
 
Join Date: Mar 2005
Posts: 1,224

Submissions (25)

camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)camel's_hump is a glorious beacon of light (487)

Default

I don't care if you are fine with the amount, I am not:P You should'a done what I said before working on the UV more...

And you wont have to completely remake it, it's called splitting polies.
__________________

Oogabooga
camel's_hump is offline   Reply With Quote
Old 02-18-2008, 07:10 PM   #28
Chriz.
Vast Graphics Animator
 
Chriz.'s Avatar


Project Leader: WotTH
 
Join Date: Jan 2006
Posts: 2,770

Submissions (17)

Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)Chriz. has a brilliant future (831)

Hero Contest #2 - 2nd PlaceSkinning Competetion #3 - Elementals

Default

Camel, you do have a tendency to over-do it with the poly count though; your models tend to have too many that don't add any real definition. This is Warcraft after all. It is definitely animatable anyway, and that's all I care about. Detail can always come in the texture.
__________________
Chriz. is offline   Reply With Quote
Old 02-18-2008, 07:33 PM   #29
Rising_Dusk
Obscurity, the Art


Projects Director
Project Leader: OD
 
Join Date: Feb 2006
Posts: 9,729

Submissions (27)

Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)Rising_Dusk has a reputation beyond repute (1192)

Hero Contest #3 - 1st PlaceApproved Map: Desert of ExileApproved Map: Advent of the ZenithHero Contest #2 - 1st PlaceHero Contest - Third place>

Send a message via AIM to Rising_Dusk Send a message via MSN to Rising_Dusk
Default

Quote:
Camel, you do have a tendency to over-do it with the poly count though; your models tend to have too many that don't add any real definition. This is Warcraft after all. It is definitely animatable anyway, and that's all I care about. Detail can always come in the texture.
I agree 100% with this statement.
__________________
Rising_Dusk is offline   Reply With Quote
Old 02-18-2008, 08:45 PM   #30
SUPa-
User
 
SUPa-'s Avatar
 
Join Date: Jun 2007
Posts: 219

Submissions (4)

SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)SUPa- will become famous soon enough (64)

Default

I figured I'd try my hand at texturing it. Here's a WIP of the face

Zoom (requires log in)

I still need to make the lower lip, give him eyebrows, add more details, and then refine those details

Zoom (requires log in)

Zoom (requires log in)
Attached Images
File Type: jpg WildhammerLaborerTexture2.jpg (120.4 KB, 76 views)
File Type: jpg WildhammerLaborerWIPSS1.jpg (96.3 KB, 75 views)
File Type: jpg WildhammerLaborerWIPSS2.jpg (84.4 KB, 70 views)

Last edited by SUPa- : 02-18-2008 at 08:57 PM.
SUPa- is offline   Reply With Quote
Reply


Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off


All times are GMT. The time now is 01:15 PM.


Affiliates
The Hubb The JASS Vault Clan WEnW Campaign Creations Clan CBS GamesModding Flixreel Videos

Powered by vBulletin (Copyright ©2000 - 2019, Jelsoft Enterprises Ltd).
Hosted by www.OICcam.com
IT Support and Services provided by Executive IT Services