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ForumsShowcase → Matrix Mod (JK1)
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Matrix Mod (JK1)
2005-09-25, 3:24 PM #41
Like this?
Attachment: 7407/Neo_wip_new_20001.jpg (41,151 bytes)
Nothing to see here, move along.
2005-09-25, 3:48 PM #42
Yep. The torso is much better. The limbs are still too thin though.
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2005-09-25, 3:50 PM #43
Which limbs? cause the legs can't get too much bigger....
Nothing to see here, move along.
2005-09-25, 3:56 PM #44
They would be able to, if he wasn't lacking a crotch :p

Also, is he a young girl from turn-of-the-century China? Because if he isn't I'm not sure why he would have such tiny, oddly shaped feet.
2005-09-25, 4:00 PM #45
Either the coat is too big for him, or the legs are too close together (see Thrawn[numbarz] post :p) It just doesn't seem right to have such a big coat for that skinny body. I suggest letting your model eat more and getting bigger rather than going down a pant size.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-09-25, 4:17 PM #46
He doesn't lack a crotch, he has it allright, its just you can't see it as well... The feet I will fix, I'll redo the shoes as the ones I have there are crap.
Nothing to see here, move along.
2005-09-25, 4:21 PM #47
Nvm I see what you people mean.
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2005-09-25, 4:38 PM #48
Ok, I've made the coat smaller, and I changed the feet. THE FEET ARE TEMPORARY. No way are those mocasins even gonna see a beta. I also added the collar thing, now tell me what looks wrong besides the feet.
Attachment: 7408/Neo_wip_new_30001.jpg (35,097 bytes)
Attachment: 7409/Neo_wip_new_40001.jpg (48,484 bytes)
Nothing to see here, move along.
2005-09-25, 4:39 PM #49
Also, why the hell would you want to use his costume from the Matrix Reloaded? It sucked, the one from the original Matrix was much better.

Also, I foresee this dying soon. I did that same thing back in the day when I tried, I started with ideas that were too big when I didn't have the skill to do it.
DO NOT WANT.
2005-09-25, 4:45 PM #50
I have the skill, we all do, we just don't have the patience.
Nothing to see here, move along.
2005-09-25, 4:58 PM #51
That's deep. Perhaps you are ready for a Matrix mod. :p
DO NOT WANT.
2005-09-25, 6:50 PM #52
I believe its time to start adding textures and the face.... :D
Nothing to see here, move along.
2005-09-25, 8:02 PM #53
No, you still need to work on the model. Though you do seem to be improving as you go through it. The arms need some sign of the muscles. An example of how this affects it, is the arm is not just a tapered cone. Take the elbow. Just after the elbow, the forarm grows slightly, then decreases in size again. Upper arm kinda does as well. Where it attaches to the torso should be a semispherical shape.
_ _ _____________ _ _
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2005-09-25, 8:04 PM #54
Ok, things are now getting out of my control... I need some one who can help. Any how Mr. Anderson/Neo is... bald? Heh, thats why I need help, I have no idea how do to the hair, any one want to help me out there? Also, what do you think of the face?
Attachment: 7421/Neo_wip_new_50001.jpg (49,124 bytes)
Nothing to see here, move along.
2005-09-25, 8:55 PM #55
Well? Any body have any suggestions?
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2005-09-25, 9:31 PM #56
*cough* wtf dude. after looking at the body theres no freakin way you could have modelled that face.
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2005-09-25, 10:10 PM #57
your proportions are off

http://www.animatedbuzz.com/tutorials/proportion.html
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2005-09-25, 10:24 PM #58
Originally posted by Ford:
*cough* wtf dude. after looking at the body theres no freakin way you could have modelled that face.


Valid point.
SnailIracing:n(500tpostshpereline)pants
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2005-09-25, 11:22 PM #59
Originally posted by Ford:
*cough* wtf dude. after looking at the body theres no freakin way you could have modelled that face.

Very true... I'm almost positive he didn't model that head...wow gold you really know how to gain respect.
2005-09-25, 11:52 PM #60
I would like to see a wireframe.. also what program are you using?

no mesh smoothed wireframe either.
"Nulla tenaci invia est via"
2005-09-26, 4:59 AM #61
The head was made with a plugin I have, and there's no way I could have stolen it, because there are no neo 3d models that I know of, and if you want to see wirframe:
Attachment: 7427/wireframe.JPG (96,340 bytes)
Nothing to see here, move along.
2005-09-26, 5:05 AM #62
Originally posted by Daft_Vader:
That model actually looks quite awesome, just not in a .... realistic .... kind .. of . way...

But hey, if you're trying to emulate the Grim Fandango look, then A+



Yeah, but Grim Fandango is COOL.

Sorry, Gold. I'm not even going to comment.
"Jayne, this is something the Captain has to do for himself"

"N-No it's not!"

"Oh."
2005-09-26, 5:27 AM #63
By plugin, you mean 'click' and a head is made?
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2005-09-26, 7:52 AM #64
Whoa man, well first plugin or not.. the face doesn't look like neo... even though you can change things with your texture.. the structure of his face is off..

But more importantly... you have about one million un needed polies in the arms..

No offense but it's obvious your new to modeling. When I model a player, I usually use a front image that I place as the viewport background and a side image. I use my general knowledge of human structure to complete the top viewport.. It's nice to have if you can get one but not necessary.

The way I do my organic models is one poly at a time.. This way I can really control my poly count.. also because the body really isn't made up of cyclinders and cubs.. keep it low poly.. Sith2 or not you should really try to stay between 1000-3000 polies. I think you have that in your arms together.

Take a look at my human model.. modeled in max. It was built one poly at a time, I didn't convert it to triangles either.. I modeled it like that. And what I mean by "one poly at a time" is I created a plane, selected the edge, *extrude* it, once I had polies ready to be connected I welded the verticies.

http://jkhub.net/project/screens/project-90-flquSOvETE.jpg

Also search the web for modeling tutorials.

http://www.3dcafe.com has some decent free tutorials even though some of them are outdated but they still get the point across.
"Nulla tenaci invia est via"
2005-09-26, 8:51 AM #65
I'd recommend you make the feet a bit smaller, unless Neo's going to go clogging.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2005-09-26, 10:11 AM #66
Originally posted by SF_GoldG_01:
The head was made with a plugin I have, and there's no way I could have stolen it, because there are no neo 3d models that I know of, and if you want to see wirframe:

Except it doesn't look like Neo, it's just a generic head. And yeah, what does this plugin do? Make the head for you?
2005-09-26, 1:08 PM #67
I'm going to start remaking his clothes. No, I'm not new to moddelling, I've just never modded a person before. Instead I like doing weapons, vehicles, furniture, etc. The head plugin is not a click and make. Its a plugin that takes a model of a human body and makes it alot easier to shift, morph, change etc to whatever you like. Its not easy, and I thought this looked pretty close to Neo, when he was firs out of the matrix and was, ahem, bald.
Nothing to see here, move along.
2005-09-26, 1:23 PM #68
Hehe, he looks like Will Smith. Also, with that many polygons there's no way you can get it ingame. If you didn't already know that, I think you need to go back and learn some more about modelling before trying to do that. Just my 2c.
2005-09-26, 1:49 PM #69
I'm not familiar with the JK poly limits, I only know the vertice per 3do..... unless there is something I'm not understanding here.
Nothing to see here, move along.
2005-09-26, 1:53 PM #70
That model is too high-poly for any current-generation game. You're not even working in the realm of low-poly modelling, which is what the problem is here. It looks like you're just sticking together high-poly primitives in the shape of a person. Z@N gave some excellent advice in his post, better than anything I could give I'm sure, as I've not done a human model yet. So...do what he says. :p
2005-09-26, 1:56 PM #71
I sarted Neo coat/cape thingy that way, maybe I should do the hand that way too.
Nothing to see here, move along.
2005-09-26, 1:59 PM #72
Don't get me wrong, you all have great advice. I think its time I call for help. I need some good reference photos of Neo, as he is shown in the Matrix Reloaded/Revolutions, which I enjoyed his costume because it went with his character's role, and then I'll make his other costumes.
Nothing to see here, move along.
2005-09-26, 2:10 PM #73
Stop modeling Neo. Model a book. Then model a sword. Maybe a low poly handgun. Maybe a mallet. Try simple models and learn to make those WITHOUT primatives before you start making hands and bodies and point and click heads. I've been modeling for 3 years, I can't do a person. I can draw one that looks pretty damn good, so it really isn't my inability in the human figure: I'm telling you, human bodies are HARD. And REALLY shouldn't be what you start out with.

That is, you're working on a full blown mod before you've even done a single thing in the engine, so you're used to disillusioned concepts of ability.

JediKirby
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2005-09-26, 2:14 PM #74
To model or not model, that is the question...
Nope, I'm not french.
2005-09-26, 2:29 PM #75
Originally posted by JediKirby:
Stop modeling Neo. Model a book. Then model a sword. Maybe a low poly handgun. Maybe a mallet. Try simple models and learn to make those WITHOUT primatives before you start making hands and bodies and point and click heads. I've been modeling for 3 years, I can't do a person. I can draw one that looks pretty damn good, so it really isn't my inability in the human figure: I'm telling you, human bodies are HARD. And REALLY shouldn't be what you start out with.

That is, you're working on a full blown mod before you've even done a single thing in the engine, so you're used to disillusioned concepts of ability.

JediKirby


How would you know? How would you know what I've modeled and what I haven't modeled? I've modelled many things, just never a person. Why? Because I didn't have a need before. And excuse if I sound like I'm betraying you people or anything, but I think I might do the mod for Jedi Outcast instead, as I might find it easier. I'm no rich kid, I could never get 3ds max. I can't even get milk shape. I have enough computer expenses, and I can't dedicate my entire time to this, but I assure you, as long as I can do this, I'll try. Maybe I took the wrong aproach. Maybe I should have started out with the fighting animations, or weapons, I'm not sure any more now... but since this is just getting only worse, I guess I'll try other things. Well anyhow, this topic can die now I guess, I'll start a new one later on, with other aspects of the mod. If I choose to go to Jedi Outcast, please don't feel bad, but there is a 11% chance of me doing that. And I have modded before in JK, I never released anything, and now I don't have the chance to release my old work, unless I find an old back up on my old hard drives or something, because I've long erased them. Thats all that needs to be said I suppose, so there you have it.
Nothing to see here, move along.
2005-09-26, 2:32 PM #76
I'm horribly dissapointed.
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2005-09-26, 2:49 PM #77
Show us your other models.
SnailIracing:n(500tpostshpereline)pants
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2005-09-26, 3:39 PM #78
What's the point of switching to JO?

Kirby is right, Human models are hard.. and I would suggest a bit of experience before you dive into it. I started out make weapons.. extrememly low poly but they were ok.. I then made cutom 3do's for my levels.. tables, chairs, what have you. My knowledge of modeling increased by the level of difficulty and steps I took in modeling.

Maybe you have modeled for a while.. sorry but it really doesn't show. We're just tring to help you.
"Nulla tenaci invia est via"
2005-09-26, 3:54 PM #79
Originally posted by Z@NARDI:
What's the point of switching to JO?


TMU made Matrix models for JO/JA. A model like above would never pass in a mod.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2005-09-26, 4:38 PM #80
I've been modeling since I was a sophomore in high school, which equates to six years. I cannot to human models. I can't do anything but static objects. I'm really good at those objects, but I can't begin to make anything organic.

There are people at my school majoring in computer animation who cannot model humans properly. It's a really hard thing to do. And stop thinking you're going to pull a mod out of your *** by yourself. You can't do it.

I would say to get better at modeling, but you just plain need to learn to model. Learn the basics. Do easy stuff. And don't tell me that you've done easy stuff, because if you had done easy stuff in your past, and you had done enough of it, you wouldn't be modeling this the way you are. You are doing nearly everything wrong, and you need to listen to the likes of Z@N, Kirby, and myself. We know these things.
>>untie shoes
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