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  #1  
09-03-2010, 06:38 AM
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3D Paramite WIP

Last Updated September 5th 2010

If you've already seen my Scrab thread, you know the drill, if not, then read on...

So guys, i've just finished my second year at uni doing computer games technology, since next year i'd like to venture more in to organic modelling, i've made a Scrab, so i thought why not make a Paramite!
I thought i'd post a kind of Work In Progress thread and get some feedback from the guys in the know (you guys).

Please understand that i have no knowledge of anatomy

What i am working towards is a high poly mesh, which i can the retopologise to create a game standard mesh of probably around 9000-1200 triangles...

So, here's the side view versions 1 and 2



And the front...ish view...



As with the Scrab, criticism is most welcome
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Last edited by Daft.Eng; 09-07-2010 at 06:42 AM..
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  #2  
09-03-2010, 07:16 AM
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I think his "jaws" are a bit too "massive", anyway model is GREAT, I like it very much.
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  #3  
09-03-2010, 08:07 AM
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Its prefect. I can't see anything wrong with it
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  #4  
09-03-2010, 08:31 AM
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That's pretty spot on. The jaw does look slightly chubby, perhaps that's the word, needs to be a little bonier perhaps?

But like you said, a work in progress. So I assume that will come with more detail.

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  #5  
09-03-2010, 08:55 AM
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I think his "jaws" are a bit too "massive", anyway model is GREAT, I like it very much.
:
That's pretty spot on. The jaw does look slightly chubby, perhaps that's the word, needs to be a little bonier perhaps?

But like you said, a work in progress. So I assume that will come with more detail.
I have to say, i was thinking this myself, the jaw definitely need to be bonier...
That'll be the first thing i fix for sure.
Thanks for the feedback guys, it means a lot
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  #6  
09-03-2010, 08:59 AM
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Hm... The mouth thingies should be less like segments, but more like the fingers of a really boney hand.
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  #7  
09-03-2010, 10:13 AM
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totally nothing wrong with it...
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  #8  
09-03-2010, 12:43 PM
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I love it but I think the paramite looks a bit fat.
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  #9  
09-03-2010, 01:16 PM
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well is looks like a paramite to me.

good job
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  #10  
09-04-2010, 01:33 PM
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So, the head's now a bit further forwards and a bit skinnier (even if it's not that obvious from the screens, trust me, it's a fair bit skinnier)
It's lining up more with my reference paramite aswell...
To be honest, i'm kinda thinking it's almost done...especially as the detailing is not necessary at this stage...suggestions?

EDIT : lol, just as I turned the PC off, I remembered I was going to make the neck thinner, I'm pretty sure it's neck is supposed to be thinner than mine, I'll check tomorrow...
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Last edited by Daft.Eng; 09-04-2010 at 01:40 PM..
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  #11  
09-04-2010, 02:24 PM
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It looks great! Nice job! But the mouth does look a little too big. But anyway, This deserves some posrep methinks?
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  #12  
09-05-2010, 11:44 AM
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So, the head's now a bit further forwards and a bit skinnier (even if it's not that obvious from the screens, trust me, it's a fair bit skinnier)
It's lining up more with my reference paramite aswell...
To be honest, i'm kinda thinking it's almost done...especially as the detailing is not necessary at this stage...suggestions?

EDIT : lol, just as I turned the PC off, I remembered I was going to make the neck thinner, I'm pretty sure it's neck is supposed to be thinner than mine, I'll check tomorrow...
Well the changes are noticeable, you're getting there anyway.

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  #13  
09-05-2010, 11:51 AM
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OK, after both firefox AND internet explorer screwing with me, i've managed to upload the images, the Paramite now has a less wide nieck, and the head has been moved closer to the body again to be more in line with reference images...

Right now i'm thinking the base shape is almost there, so a bit more tweaking and i'll probably start the lower poly mesh...
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Last edited by Daft.Eng; 09-05-2010 at 12:09 PM..
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  #14  
09-05-2010, 12:15 PM
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I think the back is a bit too thin, and whole paramite is bit "anorexia", but it's very good, like proffesional model for in-game use.
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  #15  
09-05-2010, 02:33 PM
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i wasn't entering this forum from seven days and you made next model. It's impressive. I'm a bit jealous of your talent . I'll compare it to blueprints, but i doubt if i find some important differences.

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  #16  
09-05-2010, 11:13 PM
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Thats awsome keep it up. you should do a mudoken next that would be cool
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  #17  
09-06-2010, 02:10 PM
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Comparision of Third Sculpt and Paramite Cocept art

I overlayed Concept art on screen of your model in PS.



Some proportion fixes would be nice.
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  #18  
09-06-2010, 09:39 PM
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Very cool, just like your Scrab.
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  #19  
09-07-2010, 05:50 AM
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Daft.Eng, I feel really confident about having a bash using Sculptris after doing that plastecine chest of a scrab . Just need to ask you about your triangle count in sculptris. What's the most triangles your computer's had to deal with in Sculptris whilst you were making your scrab and paramites?

And also, what are some models that will probably be needed in the future for the rest of the remake, but something that you don't plan on modelling anytime soon? I'd like to be able to have time to get used to the software and pull off something amazing and actually show it off before you make your own, you know, so I get all the initial messages from people who are in awe and not "oh, that's been done before, it's almost as good as Daf.Engs/ Nowtun's/ fartueus' /Grieva's"

:P

Last edited by AvengingGibbons; 09-07-2010 at 05:55 AM..
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  #20  
09-07-2010, 05:58 AM
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Sculptris (like Zbrush and Mudbox) operates on hundreds of thousand of triangles (but is made in that way which allow you working with it without problems).

When you created High Poly model in sculptris you have to (if you want put it inside of game) create Low Poly (in most cases less than 10 thousand triangles.) and bake normal map (so LP model will look almost like HP one).

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  #21  
09-07-2010, 06:03 AM
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Fartuess, my laptop can comfortably cope with up to 200,000 triangles. That's when it starts lagging. Would that be ok to be able to model something like Daft.Eng?

PS. I know that the model for use in a game is 'downsized' in terms of its number of triangles. I know that the original models are high poly though, coz details have to added, and such. What's that baking process you're speaking of? Is it more complicated than I'm imagining?

Last edited by AvengingGibbons; 09-07-2010 at 06:06 AM..
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  #22  
09-07-2010, 06:07 AM
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Daft.Eng, I feel really confident about having a bash using Sculptris after doing that plastecine chest of a scrab . Just need to ask you about your triangle count in sculptris. What's the most triangles your computer's had to deal with in Sculptris whilst you were making your scrab and paramites?

And also, what are some models that will probably be needed in the future for the rest of the remake, but something that you don't plan on modelling anytime soon? I'd like to be able to have time to get used to the software and pull off something amazing and actually show it off before you make your own, you know, so I get all the initial messages from people who are in awe and not "oh, that's been done before, it's almost as good as Daf.Engs/ Nowtun's/ fartueus' /Grieva's"

:P
Read what Fartuess said, i couldn't have put it better myself.

Also, i hear what you're saying with the whole "oh, that's been done before, it's almost as good as Daf.Engs/ Nowtun's/ fartueus' /Grieva's".
I was thinking of doing a Slog next, but that's been done...so what i'm thinking right now is that i have 2 models that are pretty much a work in progress still, so for now, i have no future oddworld modelling plans (other than improving my Scrab and Paramite)
So feel free to make whatever you want...unless the other guys are making stuff that we don't know of...

EDIT
:
Fartuess, my laptop can comfortably cope with up to 200,000 triangles. That's when it starts lagging. Would that be ok to be able to model something like Daft.Eng?

PS. I know that the model for use in a game is 'downsized' in terms of its number of triangles. I know that the original models are high poly though, coz details have to added, and such. What's that baking process you're speaking of? Is it more complicated than I'm imagining?
The 'high poly' Paramite and the scrab are both below 200,000 tris, so i imagine that should be fine, although i haven't added all of the details in yet...
Baking pretty much puts the look of the high poly model on top of the low poly model, without editing the low poly mesh itself. (maybe Fartuess can explain better, i'm not great at explaining )

Oh and Fartuess, thanks for all the help in both the Scrab and the Paramite topic, it's very much appreciated!
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Last edited by Daft.Eng; 09-07-2010 at 06:18 AM..
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  #23  
09-07-2010, 06:22 AM
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I think I'll start with a slurg lol... I'll do Exodus characters coz they're not being done yet

Thanks you guys, and keep up what all you 3d modeller/ game artists are doing coz it's really great
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09-07-2010, 06:26 AM
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Baking pretty much puts the look of the high poly model on top of the low poly model, without editing the low poly mesh itself. (maybe Fartuess can explain better, i'm not great at explaining )
Yup. As Daft.Eng said. I only add that baking itself isn't that hard. For example in program called xNormal (freeware aplication) you only have to load HP model, LP model and choose what type of map you want to bake (in our case normal map) an resolution of it, directory where you want to save it and it's all

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09-07-2010, 06:36 AM
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What's a map? and what's a normal map?
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  #26  
09-07-2010, 06:42 AM
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I overlayed Concept art on screen of your model in PS.
Some proportion fixes would be nice.
OK, so i've tried to fix the proportions a little, i think the 'fingers' might need to be further forward, but i feel that if it was any further forward then it would be too front heavy...
Anyway, the new Paramite is up...it's definitely looking more paramite like...
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Last edited by Daft.Eng; 09-07-2010 at 06:45 AM..
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  #27  
09-07-2010, 06:42 AM
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map - texture. Normal map - texture telling angle of surface cetain pixels of texture represents.



When you apply normal map to Low Poly model you'll get effect like this


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09-07-2010, 07:22 AM
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oh wow. I always wondered about that, how artists can get the mesh so spot on. And now I know thanks again.

Edit: Yeah, that's great Daft.Eng. The first model you do, you think "wow, it's just like the real thing!" and each time you improve it, it amazes you even more and you look nback att the previous ones and think "What was I smoking?" :P.. well, ur first one was really good anyway. I can't fault your latest one!

Simply can't wait to see them rigged and animated!.. and textured!

Last edited by AvengingGibbons; 09-07-2010 at 07:28 AM..
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  #29  
09-07-2010, 08:44 AM
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When these are finished, I may think about basing a few paperfold models on them...

Excellent work so far.

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09-07-2010, 12:37 PM
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4rth one is definetely better than 3rd. Going to compare it with concept art again. However it's looking great already

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