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created Pokemod work....
on 12-07-2004 12:29 AM
Yea, umm...im one of the modelers for pokemod.
Some people might know about that mod,
but pokemon isn't exatley the most popular
thing in the mod community. I just desideded
to do models for it cause off all the characters
and its good for practice.
Anyway...I guess i will be posting my pokemod
work in this thread. Ok, first off, is shelder.
Took about an hour, could have been sooner,
but i messed around too much [img]/images/graemlins/tongue.gif[/img].
Umm...i appreciate comments, because i will
probally be posting alot of it here,
just so i can become a better modeler and
model more complex things ^_^.
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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-07-2004 12:47 AM
According to Google, "clam pokemon" is named Shellder, and looks very much like your model. [img]/images/graemlins/smile.gif[/img]
But its eyes are missing, and the sticky-out bits on the shell shouldn't be boxes. Taper them.
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, line,
72 Posts,
Join Date Oct 2004,
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created Re: Pokemod work....
on 12-07-2004 01:50 AM
Yea, the eyes aren't there cause im gonna skin them on,
unless the leader says otherwise. I'm gonna skin it
soon, just gotta edit some things, and cut some polys,
its at like 1043 polys i think, which isnt bad cause
its for HL2.
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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-07-2004 02:38 AM
yer, perty much looks like that pkemon, but it looks so square and hard cut atm ;/.
and may i ask why u constantly end your lines so short?
dunno about anyone else .. but i find it really irritating >_<
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, triangle,
273 Posts,
Join Date Oct 2004,
Location Canada
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created Re: Pokemod work....
on 12-07-2004 02:11 PM
[ QUOTE ]
I just decided
to do models for it because of all the characters,
and it's good practice.
[/ QUOTE ]
Last time I check (about 5 years ago when my little siblings loved them), there are more than 100 pokemon. That's a good amount of practice if you create them all. A Pokemon mod for HL2. That's so strange, I may even play it.
Gotta Frag Them All!
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, veteran polycounter,
4,014 Posts,
Join Date Oct 2004,
Location Austin, TX
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created Re: Pokemod work....
on 12-11-2004 02:39 PM
OMG! Sorry I havn't been able to get on.
My cable got shut off..so im at the library.
Umm..in my offline time I skined it and
started on some new guys. I will post them as
soon as I get my internet back up at home.
And about the model. Umm...I cut the poly count
down a bit so its around 800 or so now. Same
amount of detail, just alot of wasted polys, and
so you can see who im doing next go to google and
look up "gastly". Thats the guy I just modeled
and skinned, I just cant get the pictures up here
just yet, maybe if i visit the library tomorrow
I will bring a floppy and upload them real quick.
I just had to get on to tell you guys why I kinda
dropped off the planet [img]/images/graemlins/tongue.gif[/img]. Thanks for the comments,
and when I get back on maybe smo can explain the
cutting polys so short thing [img]/images/graemlins/wink.gif[/img], I dont understand [img]/images/graemlins/tongue.gif[/img].
cya soon.
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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-12-2004 05:01 AM
heh not your polys, your lines. As in
the
text
that
you
type.
I have no problem with it though [img]/images/graemlins/wink.gif[/img]
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, triangle,
275 Posts,
Join Date Oct 2004,
Location Vancouver, B.C
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created Re: Pokemod work....
on 12-14-2004 11:47 AM
Oh...
like
this
?
Anyway, I got some more little guys done. First up
is bulbasaur:
The body is done, i will proablly redo the thing on
his back before i skin it, cause i think its ugleh.
1066 polys BTW. Next is dragonair:
1028 polys, skin is done, unless someone thinks it
needs changed. And now, Gastley:
405 polys, skin is done, and the gas will be a sprite
ofcourse. And last but not least is shellder [skinned]:
950 polys. My budget for all of them was 1000, i think i did
pretty good with that part [img]/images/graemlins/tongue.gif[/img]. So thats what i did in my
offline time, i just got my cable turned back on today ^_^.
C&C are appreciated [img]/images/graemlins/smile.gif[/img].
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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-14-2004 01:21 PM
you've got your work cut out for you... including the sequels, there's like 400 of these little buggers to do.
couple crits: blubasaur's bulb doesn't look right, but you've already said you're going to do it. and i think its a waste of polys to indent the eyes like you are... its not noticeable and would look just as well with the eyes just skinned on. in fact, they'd probably look better for being rounder than the current polys allow.
might be nice to stick a picture of the actual critter next to your models so those not familiar can tell whats going on.
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, veteran polycounter,
3,853 Posts,
Join Date Oct 2004,
Location Maynard, MA
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created Re: Pokemod work....
on 12-14-2004 01:37 PM
You got it.

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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-16-2004 01:13 AM
Skined bulbasaur:
pretty much done.
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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-16-2004 04:46 AM
hahahaha AWESOME !! I will play this.. but this means you have to finish !!!!!!
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, card carrying polycounter,
2,160 Posts,
Join Date Oct 2004,
Location In a Jungle
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created Re: Pokemod work....
on 12-23-2004 04:37 PM
Dunno what your rules are on dead threads...
but I didn't want to make a new thread:
I will post some wires soon, I print screened some
wires but forgot to paste em before i cut again [img]/images/graemlins/tongue.gif[/img].
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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-23-2004 04:57 PM
is that brock? if so, i think his head is too tall and narrow. seem to remember him having more of a square face.
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, veteran polycounter,
3,853 Posts,
Join Date Oct 2004,
Location Maynard, MA
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created Re: Pokemod work....
on 12-23-2004 04:59 PM
Yea, I thought so too, my refs just kinda counter
acted eachother i guess. front said lower forhead
and the side higher :P. I guess i just meet it
in the middle. Here are some wires:

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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-23-2004 05:01 PM
Hey Enix, i dont think the head is too long or narrow.. i think the hair line is wayy too high up. i hope this helps
nice job though. i am impressed ^_^
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, null,
8 Posts,
Join Date Dec 2004,
Location AMERICA!!!! =D
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created Re: Pokemod work....
on 12-23-2004 05:27 PM
Thanks ^_^. After im done with this model, I want
to do an ash model. But I dont have any refs.
All i got are some episode screens for now, I
downloaded episode 1-20 to find some refs, and so
far i have found nice side refs of brock, ash
and misty. More soon, I just cant work on this like
I would want to [img]/images/graemlins/tongue.gif[/img]. Christmas is 2 days away and
things are gettin crazy, so i dont think Im
gonna finish this soon XD. But, I will keep you guys
posted on future progress...
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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-23-2004 05:32 PM
consistancy in cartoons can be a tricky thing to find when looking for orthos. here's a picture that i think of when i think of brock (which doesn't happen all that often...)
http://www.absoluteanime.com/pokemon/brock.jpg
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, veteran polycounter,
3,853 Posts,
Join Date Oct 2004,
Location Maynard, MA
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created Re: Pokemod work....
on 12-24-2004 01:21 PM
Hows this?
and some wires:
Its at 504 polys for sure now ^_^. did some reworking and
moved th hair around alot. Hope you like this better.
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, triangle,
413 Posts,
Join Date Nov 2004,
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created Re: Pokemod work....
on 12-24-2004 02:06 PM
much better, in my opinion!
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, veteran polycounter,
3,853 Posts,
Join Date Oct 2004,
Location Maynard, MA
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created Re: Pokemod work....
on 12-26-2004 04:27 PM
ya, but i still think the hair line is too high up!! it's probably cause ther are no eyes yet! but keep it comin!
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, null,
8 Posts,
Join Date Dec 2004,
Location AMERICA!!!! =D
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created Re: Pokemod work....
on 12-27-2004 12:05 AM
what program do you use? I use 3ds Max. If you use max, how do you make the pics look like that with the smooth shading and a shadow on the ground?
"...and there better not be any damn sprinkles! For every sprinkle I find, I shall KILL you!" ~stewie griffin
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, triangle,
253 Posts,
Join Date Nov 2004,
Location Texas, west of Houston in a small town called bellville
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created Re: Pokemod work....
on 12-27-2004 12:11 AM
you mean global illumination? if your using max 5 or above then its very simple to do, the basic way of doing it is plopping in a skylight in your scene and make a render using advanced ligthing under the light-tracer setting, also if you want the shadow effect just place a huge plane under your model
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, spline,
219 Posts,
Join Date Oct 2004,
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