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Comissar.Constraction shot. by FirstKeeper Comissar.Constraction shot. by FirstKeeper
My model based on :iconslipgatecentral: concept:

[link]

Beauty shot:

[link]
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:iconokimoki:
okimoki Featured By Owner Nov 9, 2010
Your work is amazing.. this one, Master and Lich are the ones i look to for reference! She is modeled perectly!
Ammmm.. any chance i could get my hand on the model to take it apart and learn some stuff from it? Like how you modeled the face and hands, UVs and stuff? :D
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:iconfirstkeeper:
FirstKeeper Featured By Owner Nov 9, 2010  Professional Digital Artist
Gimme a mail there I can sent Comissar model.
But that model's an old and far from perfect, so I don't think, that it's nice idea to learn this type of UW and topology.
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:iconokimoki:
okimoki Featured By Owner Nov 9, 2010
wowww.. really? thanks a million!!!
my email:
oskarmohar@me.com

I think that learning from models like yours that look that good is always a good idea since there isnt really a "right way" to model and to UV..
You really are my inspiration to wanna move forward in my game modeling, texturing etc. Im interested in all fields of game production so i wanna learn it all.. my goal is to make an indie game someday soon :)

Really, thanks for replying, and for the kindness ;)
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:iconfirstkeeper:
FirstKeeper Featured By Owner Nov 9, 2010  Professional Digital Artist
You are welcome.
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:iconelinewton:
Elinewton Featured By Owner Sep 2, 2010
Great!!
Nice poly count!!
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:iconbroadshore:
Broadshore Featured By Owner Aug 20, 2010  Hobbyist Digital Artist
Excellent job on the poly count!
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:iconfirstkeeper:
FirstKeeper Featured By Owner Aug 20, 2010  Professional Digital Artist
Thanks!
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:iconkhor11:
khor11 Featured By Owner Aug 20, 2010
What 3D program are you using for modeling??
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:iconfirstkeeper:
FirstKeeper Featured By Owner Aug 20, 2010  Professional Digital Artist
3d max
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:iconaivenn:
AiVenn Featured By Owner Aug 20, 2010
Wery good mesh!
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:iconfirstkeeper:
FirstKeeper Featured By Owner Aug 20, 2010  Professional Digital Artist
Thank you
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:iconstraightlife:
StraightLife Featured By Owner Aug 20, 2010
Fantastic is interesting in equal measure!
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:iconfirstkeeper:
FirstKeeper Featured By Owner Aug 20, 2010  Professional Digital Artist
Thanks
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:icondrone2222:
Drone2222 Featured By Owner Jul 19, 2010  Student Digital Artist
Always great stuff, FirstKeeper. Just wondering - what are your general goals when you make your models? Do you plan your modeling for deformation? Your models go a long way with such low poly counts... do you stay low for efficiency's sake, or to keep your game modeling skills sharp? Sorry, lots of questions! lol
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jul 22, 2010  Professional Digital Artist
My general goal while I make model - interesting shape and proportions. I try to make models for correct animation. Low-poly always needs if you make in-game model, and I work with in-game model very often.
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:iconivanmijatov:
IvanMijatov Featured By Owner Jun 17, 2010  Professional Artist
Thanks for sharing your wires. You've achieved very clean topology, and model looks great for the poly count.
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 17, 2010  Professional Digital Artist
Thanks, you are welcome.
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:iconmax-cccp:
Max-CCCP Featured By Owner Jun 14, 2010
я люблю ее )
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 14, 2010  Professional Digital Artist
Надеюсь она ответит взаимностью :)
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:iconmax-cccp:
Max-CCCP Featured By Owner Jun 14, 2010
надеюсь в реале )))) ну не она а хотябы похожая )))))))))
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:iconfat-frumos:
FAT-FRUMOS Featured By Owner Jun 13, 2010  Hobbyist Artist
Шикарный мОдэлинг.
Нравицо. :)
Добавлю в фавы текстуреную.
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 14, 2010  Professional Digital Artist
Спс
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:iconfat-frumos:
FAT-FRUMOS Featured By Owner Jun 14, 2010  Hobbyist Artist
:)
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:iconbone-butterfly:
Bone-Butterfly Featured By Owner Jun 13, 2010
I think I'm missing something here. She's made up of all three sided polygons. My teacher told me to never have anything other than four sided. I'm confused.
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:iconatomicity:
Atomicity Featured By Owner Jul 20, 2010  Student Digital Artist
Four sided polygons will be tessellated upon render, so it makes no difference...
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:iconbone-butterfly:
Bone-Butterfly Featured By Owner Jul 20, 2010
*FirstKeeper already explained what happens.

And yes, it does make a differences if a model has both three sided and four sided polygons.
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 13, 2010  Professional Digital Artist
Triangulation makes for final game model - engines, renders, another programms have it's own triangulation algorytm and don't understand quads - they always split 1 quad on 2 tris. If I import non-tris model in Deep Paint there I always paint my texture - it makes own terrible triangulation - that'll be like a pile of crap in main programm. So your teacher absolutely right when talking about of quads for modeling and mapping, but for project texturing or using renders or engines (Marmoset for exmp) it's more better to turn final model to tris in programm there do you work (Max, Maya). I advise you to learn carefully in internet tris-quads question if you're going to be a seriuos modeler, because that's important technical thing for game-modelling.
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:iconbone-butterfly:
Bone-Butterfly Featured By Owner Jun 13, 2010
Oh, I am going to be a serious modeler. I love modeling, it's the best!

And yes, I use 3DS Max 2010 for modeling and animation.


Thank you for explaining it to me :D
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:iconblizado:
Blizado Featured By Owner Jun 13, 2010  Hobbyist General Artist
Nice low poly model, but are quads not better than tris?
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 13, 2010  Professional Digital Artist
No, if you are going to paint your texture in Deep Paint. And all game engines works only with triabgulated models.
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:iconblizado:
Blizado Featured By Owner Jun 13, 2010  Hobbyist General Artist
Dont know this, i am self fresh in that stuff, good to know for my own models. Thanks.
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 13, 2010  Professional Digital Artist
You really don't need to turn models in tris if you not a Deep Paint or another programm/engine user , but I made it in rules becouse all programms/render makes triangulation by it own algorytm, so I make only on final model.
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:iconblizado:
Blizado Featured By Owner Jun 13, 2010  Hobbyist General Artist
Its more for my future models, because i ever show that i make as less tris as possible so that near all are quads, but when at the end the models in games engines only tris i dont care about making only quads. Better than the game engine make some mistakes at converting.

Or is it for normal mapping better to model in quads?
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 13, 2010  Professional Digital Artist
It's more comfortable to work with polygons of couse. That why I make triangulation on final model. It's better to bake normal on tris if you use for example Marmoset ungine, or render for final. Mental ray makes own triangulation if there is non'tris model. Oh, and that's for game-models.
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:iconblizado:
Blizado Featured By Owner Jun 13, 2010  Hobbyist General Artist
I work with Blender and Unity3D game engine.

When the game engine convert a mesh to tris, than the poly count will rise and can reduce the performance? So when i self convert it i have a better control over the poly count, right?
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 13, 2010  Professional Digital Artist
You are absolutely right. Polygons count less than tris and tris amount - that's a true polygons count for engines. But for modelling more comfortable to work with quads, just keep it in you mind how polygons count changes after triangulation.
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(1 Reply)
:iconpahein:
pahein Featured By Owner Jun 13, 2010  Student General Artist
Wow. She looks badass. :meow:
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:iconfirstkeeper:
FirstKeeper Featured By Owner Jun 13, 2010  Professional Digital Artist
Thanks
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June 13, 2010
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