Butcher´s showcase

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Morgoth
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Post by Morgoth »

Amazing. Definitely promotional material. If we don' use this, by the way, you should texture it and make it into a stand-alone mansion mod for Oblivion. It's perfect.
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Fairwater
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Post by Fairwater »

Yea i totally think this amazing....how are your poly counts.....who cares it shows you have great talent!
Eternian Knight
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Post by Eternian Knight »

The fact that I use Maya and have had formal training in it and can't make a useable face, but a guy with a weeks experence in 3DS can makes me feel even more like a failure lol.....

Oh btw hi, i'm new..... to posting anyway, my account is kinda old....
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Joco
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Post by Joco »

Yay! Man you got some skills man. That temple must have taken some time. Promotified. Maybe to many hemispheres but i does look cool!
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[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
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butch3r171
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Post by butch3r171 »

the poly count is huge but i never make it with the intention to put it in oblivion, just make it for fun, by the way who knows the polycount of the white gold tower and the skingrad castle?

PS: Im doing it based in the blue mosque.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

Joco, please leave the "promoting" to the people who can actually promote.
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butch3r171
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Post by butch3r171 »

heres something i made in zbrush took me about 10 minutes, i will try to model some creatures.

http://i163.photobucket.com/albums/t297/butcher9001/spider.jpg
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Thrignar Fraxix
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Post by Thrignar Fraxix »

knowing nothing of modeling I would say that looks pretty good, However what is the poly count and does the program you are using export to a usable file type?
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butch3r171
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Post by butch3r171 »

yep i can export to 3ds as an obj., and btw it have 8000 polys but i can reduce it.
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Elfane
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Post by Elfane »

8k polys is an acceptable amount for a creature.
Do you have any experience animating and have you the possibility to do so?
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butch3r171
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Post by butch3r171 »

like i said in my first post i just started at modeling, know almost nothing about animation but i think i can learn it pretty fast, i will try to animate this spider.

Ps: CAn u guys tell me whats a acceptable polycount for creaures and architecture?
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angelus6
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Post by angelus6 »

well, as a fellow modeller id like to Recomend you for promotion

...and 7-9k is really the threshold for creatures but architecture is a bit lower i believe
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Gnomey
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Post by Gnomey »

Though if you're thinking of having groups of these who team on the player a lower poly count would be better. The model seems pretty smooth, though, even for 8000 polys. (Not that I know anything about it).
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Haplo
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Post by Haplo »

Promoted

Awesome models man
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butch3r171
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Post by butch3r171 »

right now im working on a dragon model but i think i cant keep it under 15000 polys so what u guys say, is 15000 good for a dragon, or maybe a hydra. Btw why oblivion have no snakes?
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Post by Noirgrim »

Imagine modeling something that touches the ground in so many areas. A snake would have to conform to all the deformations of the terrain... extremely difficult.

If you want to model something we will be using, head on over to the 'Goldmoor' forum and PM Fairwater. He can show you a list of things we need meshed and that will be appearing in-game.
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morke
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Post by morke »

i'd say that the animation on a dragon is going to be really intense. the wings alone would need atleast 5-6 seperate bone contours and (if included in the concept) the flares and/or spikes would need to be animated individualy, or atleast children of the spine bones. an OB dragon would be really killer but heading over to the golmoor section is probably your best bet right now imo.
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Fairwater
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Post by Fairwater »

Or send me a PM...actually i pmed you. I have got some things for you to work on, so let me know what you are intersted i modeling and i will see what we need and we can mesh the two together!
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Inerri
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Post by Inerri »

Congrats on your promotion! You have some really great stuff here!

Haplo: Just wondering... If Butch has been promoted why is his title still TR Member? :?:
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morke
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Post by morke »

i was just asking myself that question.... BUT CONGRATS! :]
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.

Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
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Lady Nerevar
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Post by Lady Nerevar »

title has to be changed independantly
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butch3r171
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Post by butch3r171 »

heres a update in my creature modeling.

http://i163.photobucket.com/albums/t297/butcher9001/creature4.jpg

http://i163.photobucket.com/albums/t297/butcher9001/creature2.jpg

http://i163.photobucket.com/albums/t297/butcher9001/creature1.jpg

and heres a base mesh of what im planing to make another creature.

http://i163.photobucket.com/albums/t297/butcher9001/creature3.jpg
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Fairwater
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Post by Fairwater »

hahaha that is beautiful....you should make a thread in the models and textures forum..... good to see you again i thought we lost you!
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butch3r171
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Post by butch3r171 »

nah ive been very busy, with university and shit, and crazy ex grilfriend but im back.
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aro101
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Post by aro101 »

That is awesome... You got my respect. Do you have any concept arts for this or are you making everything just out of your head? It would be great to see some of your work ingame...
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Morgoth
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Post by Morgoth »

He's using Pound's quagmire daedra concepts. And I must say, that fist one is AMAZING.
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aro101
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Post by aro101 »

He's using Pound's quagmire daedra concepts
When I saw the first mesh, it reminded me off all that Corprus victims from MW... :D And it still looks for me like one of them.
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible

How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
Nalin
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Post by Nalin »

Very nice work! Bethesda or higher standard :))
(Wants to see this [url=http://img386.imageshack.us/my.php?image=vaerminadaedraconceptskjh8.jpg][img]http://img386.imageshack.us/img386/7914/vaerminadaedraconceptskjh8.th.jpg[/img][/url] modeled!;))
butch3r171
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Post by butch3r171 »

nalin i really enjoied this concept ive been thinking about this one, i think i will make base meshes for all the creatures in the concept art book and then start modeling then. Maybe with help of someone i will texture then and then start working in animation.
El Scumbago
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Post by El Scumbago »

The muscles on the first creature look quite realistic. Congrats butcher!
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Macar
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Post by Macar »

hey, you got z brush- I had some trouble with that program but it's clearly working out for you!
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butch3r171
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Post by butch3r171 »

im gonna have to remake those models theyr not looking as i want. Btw i need some training in zbrush, im still am a noob,
i think that by the end of the month i will be modeling meshes for real. Heres some things i made as training.

http://i163.photobucket.com/albums/t297/butcher9001/hellhoud.jpg

http://i163.photobucket.com/albums/t297/butcher9001/helldogside.jpg

PS: If someone here knows how to make a good displacement map in zbrush plz tell me.
butch3r171
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Post by butch3r171 »

Heres a WIP of a centaur model that i saw in the concept art forum. When i finish this i will post a thread in the models froum.

http://i163.photobucket.com/albums/t297/butcher9001/centaur2.jpg

http://i163.photobucket.com/albums/t297/butcher9001/centaur1.jpg

http://i163.photobucket.com/albums/t297/butcher9001/centaur.jpg
Nalin
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Post by Nalin »

Looking very nice so far, You've really got the muscular thing down. :)
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NexUmMonastica
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Post by NexUmMonastica »

the shoulders are reminding me of DOOM3 Hellknights.
[img]http://i118.photobucket.com/albums/o97/solobeck/1_m.jpg[/img]

perhaps you can render a high poly version and create yourself some textures then apply them to a lower poly model.

i really like this model!
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IAMTHEEMPEROR
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Post by IAMTHEEMPEROR »

Do you have anything ingame yet? Or have you not found a way around the collision problem yet? If not, I can tell you it may be due to the most recent exporter, which can sometimes crash the CS if you try to export collision. It happened to me, so I got the previous exporter and it all worked fine.
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