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FMVorenkamp Forum Newbie


Joined: Jun 16, 2005 Posts: 7
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Posted: Wed May 21, 2008 11:43 pm Post subject: Re: Iron Man Extremis Model? |
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^ Perfect.
If you rig him when we get ahold of the model, I'll get to work on making props and a different texture map so we can have Iron Man and War Machine.
Sound like fun?
Or I could just rig him.
Either way, we're heroes for bringin' this guy to the masses, eh? |
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Aremis Moderator


Joined: May 31, 2002 Posts: 847 Location: Ottawa Ontario Canada
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Posted: Wed May 21, 2008 11:54 pm Post subject: |
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Sounds good to me brother. Im sure many would be happy to have access to not only the Original Iron Man when its released, by Ratteler, and the movie/current version. _________________ =============================
New World Media/Muskateer Graphics
~Live the dream, experience the nightmare
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alf Forum Member


Joined: Jun 12, 2002 Posts: 34 Location: france
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Posted: Thu May 22, 2008 12:39 am Post subject: |
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Find the IM armor on CG channel forum.
The artist is Joshua Singh
http://www.joshsingh.net/3d.html
Hope this will help you - Would be glad to see this armor as a freebie ! |
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Ratteler Forum Member


Joined: Jun 10, 2002 Posts: 553 Location: NYC
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Posted: Fri May 23, 2008 11:27 am Post subject: Re: Iron Man Extremis Model? |
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I'm working on something....
I've been trying to find reference on how the inner elbows and back of the knees work. The toy sucks since the knee isn't double jointed.
I'm also trying to see how many parts actually move on this figure.
If you though Shoulder Cuffs suck... wait till you have a figure with over 1000 parts!!!! Only morphs are likely to be dents!!!! LOL!
Amazing Armor had to go back to the shop for a rework of the abdomen and some better UV Mapping to accommodate all manner of Displaced Shard Armor. |
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itisitex Forum Member


Joined: Sep 01, 2002 Posts: 180 Location: Tx
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Posted: Mon May 26, 2008 9:59 am Post subject: |
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| Ubald has posted a coupke of Ironman and warmachine images he might be willing to give those meshes to convert to poser if someone asks I am sure the model will be poly heavy just from the looks. Or check out rattelers AA which i am sure with a few props could be converted to the look of the movie and still have a lower poly count than M3 |
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Aremis Moderator


Joined: May 31, 2002 Posts: 847 Location: Ottawa Ontario Canada
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Posted: Mon May 26, 2008 10:47 am Post subject: |
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Coming along good there Rat. Keep it up. _________________ =============================
New World Media/Muskateer Graphics
~Live the dream, experience the nightmare
============================= |
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itisitex Forum Member


Joined: Sep 01, 2002 Posts: 180 Location: Tx
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batraymond Forum Member


Joined: Aug 22, 2002 Posts: 23
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Posted: Thu Jun 12, 2008 9:58 pm Post subject: Re: Iron Man Extremis Model? |
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Heres a start to an Extremis Armor.
I found the base body at Turbosquid by an artist named toddfx. It was $50 but I figured what the heck. I need to find a good Extremis Helmet if anyone knows where to find one let me know please. I wouldn't feel right sharing this with others since the artist is SELLING it not giving it away. I jut wanted to point you in the right direction so you can find what you need AND support others art.  |
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joequick Forum Member


Joined: May 18, 2007 Posts: 16
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Ratteler Forum Member


Joined: Jun 10, 2002 Posts: 553 Location: NYC
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Posted: Fri Jun 20, 2008 4:42 pm Post subject: |
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| Dayum. Nice work. |
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alf Forum Member


Joined: Jun 12, 2002 Posts: 34 Location: france
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Posted: Tue Jun 24, 2008 2:25 am Post subject: Re: Iron Man Extremis Model? |
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Here is something i began to model.
advice and comments are needed and will be strongly appreciated - I never try to model a so complex model.
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Aremis Moderator


Joined: May 31, 2002 Posts: 847 Location: Ottawa Ontario Canada
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Posted: Tue Jun 24, 2008 6:21 am Post subject: |
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Only one small comment = The eyes should be more rectagular, small opening towards the middle of the face, larger towards the sides - but rectangular, with corners and all.
Apart from that, dead on. And great job!! _________________ =============================
New World Media/Muskateer Graphics
~Live the dream, experience the nightmare
============================= |
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Ratteler Forum Member


Joined: Jun 10, 2002 Posts: 553 Location: NYC
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Posted: Tue Jun 24, 2008 10:56 am Post subject: |
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WAY too much detail in the earmuffs at the jaw joint. You can probably join more than half those polygons without sacrificing any noticeable detail. Especially when compared to the rest of the mesh. There's a lot of Tri's at the temple.
Ditto on Aremis eye comment...
You'll need a thin line around the edge of the mask and helm openings to compensate for Poser's smoothing. Otherwise you're off to a decent start. |
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alf Forum Member


Joined: Jun 12, 2002 Posts: 34 Location: france
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Posted: Wed Jun 25, 2008 2:51 am Post subject: Re: Iron Man Extremis Model? |
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thank you for your advice.
I am not very good in english and I am not sure of what "earmuffs" are - Are you talking of the screw in the jaw or the ear part.
Nevertheless it is true what these two point need a strong update.
I will also try to reduce the number of triangles but I am afraid that I will have a lot of non planar quadrangle.
Still a lot of work then...
I planned to do the rest of the armor (if I can... sigh...) can make them as smart prop fiting to your Amazing Armor ? It will be simpler for me as a lot of thing are already made (gloves,legs,...). |
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Ratteler Forum Member


Joined: Jun 10, 2002 Posts: 553 Location: NYC
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Posted: Wed Jun 25, 2008 11:32 am Post subject: |
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http://en.wikipedia.org/wiki/Earmuffs
Both the Earmuffs and the screw on the jaw have too many polygons. I try to limit any disc shaped objects to 12- 16 segments. At least at the start.
Remember that there are several types of smoothing available in Poser, and even in other 3D packages. Let those tools do their job. Adding too much geometry really doesn't do anything but slow down your rendering and limiting how many other things you can have in a scene.
The "extra" lines by the top and bottom help correct for smoothing errors that the shaders cause. Without them, the smoothing won't allow the top and bottom to render like an edge is there.
You need something like that around the edge of the mask, and the Helmet. Also any where else you want to keep the edge visible.
Another way this is done is by simple keeping those polygons unwelded. But that can cause light leeks and other unwanted effects. I like my models to be "air tight". That means if they were made of plastic you could fill them with water without leaking.
It's been my experience that most 3D programs care less about non-planner quads. It's easier to add detail later than to remove it.
| Quote: | | I planned to do the rest of the armor (if I can... sigh...) can make them as smart prop fiting to your Amazing Armor ? It will be simpler for me as a lot of thing are already made (gloves,legs,...). |
Great! Go for it. Any armor made to smartprop on Amazing Armor should also fit M3 just fine. So you should have some popularity even with people who don't have Amazing Armor. |
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