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created JackBandit\'s Models
on 07-15-2007 08:02 PM
I thought it was time I graduated to a new forum. One where more people posts work and offer more effective comments and critiques. Not so hot with textures, so excuse the textureless models.
All comments and critiques welcome.
<u>The Joker</u>
1980 Triangles
<u>Gambit</u>
2726 Triangles
2472 (Character) + 254 (Trenchcoat)

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, null,
18 Posts,
Join Date Jul 2007,
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created Re: JackBandit\'s Models
on 07-16-2007 10:16 AM
Heeey! The second model - I have a toy like that with removable coat and hair. The colors and shape match, and so does the coat. Did you use that as a reference?
PS: Iīd like to make everybody reading this post sure, that I DONīT play with the toys already (for week or two... [img]/images/graemlins/smile.gif[/img]).
portfolio - available for freelancing
" Inter arma silent musae"
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, triangle,
272 Posts,
Join Date Dec 2006,
Location Slovakia
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created Re: JackBandit\'s Models
on 07-16-2007 10:27 AM
I used pictures and memory for reference on Gambit. He's my favorite of all time X-men character.
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, null,
18 Posts,
Join Date Jul 2007,
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created Re: JackBandit\'s Models
on 07-16-2007 07:57 PM
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, null,
18 Posts,
Join Date Jul 2007,
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created Re: JackBandit\'s Models
on 07-17-2007 12:04 AM
Well it's clear you can use modeling tools, now you need to focus on texturing. Model something like a car or gun and texture it. Of those models you posted, the easiest one to texture it seems is Shredder, so if you want texture one of your characters I would do that one. Texturing is a pretty involved process and picking something that is to hard at the first go will just make you quit and feel bad. I suggest you try and texture a low poly model because it's easier to unwrap and that's a pain in the arse to learn all in itself.
Alex
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, card carrying polycounter,
1,978 Posts,
Join Date Oct 2004,
Location Leominster, MA
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created Re: JackBandit\'s Models
on 07-17-2007 03:13 AM
The joker looks nice, but Gambit's face looks a bit odd, can you post a close up with and without wireframe? Right now his chin looks far too angular.
You might also want to think of modeling the arms in a 45 degree angle, instead of straight out. It allows you to sculpt more shoulder definition, and tends to deform better in the most average positions.

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created Re: JackBandit\'s Models
on 07-17-2007 07:49 AM
Thanks for the critiques, guys. I DO really need to get better texturing and will definitely practice on some smaller, less complicated things beforehand.

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, null,
18 Posts,
Join Date Jul 2007,
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created Re: JackBandit\'s Models
on 07-17-2007 08:25 PM
Looks like he's sustained a rather nasty injury to his jaw.

Should be simple enough to fix - grab the jaw and ear verts and pull them towards the back of the head.
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, insane polycounter,
5,643 Posts,
Join Date Oct 2004,
Location Melbourne, Australia
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created Re: JackBandit\'s Models
on 07-18-2007 12:37 PM
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, null,
18 Posts,
Join Date Jul 2007,
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created Re: JackBandit\'s Models
on 07-18-2007 01:51 PM
With Gambits neck and jawline keep in mind the jaw doesn't fold back on itself that extreme. It rather slopes down instead of cutting back at a sharp angle. Gnomon has some really good DVDs on facial modeling. It's made more for high res but you can tune it down for less pretty easily. It teaches some really good edge flow techniques.
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, polycounter,
911 Posts,
Join Date Jun 2006,
Location Newport News, VA
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created Re: JackBandit\'s Models
on 08-11-2007 06:51 PM
<u>Asajj Ventress</u>
2266 Triangles

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, null,
18 Posts,
Join Date Jul 2007,
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