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Re: [WIP] Supreme chancellor Palpatine The shoulder pads are a little too edgy for my taste. Normal Face looks absolutely ridiculous, sith face looks cool though. Overall a good model but the normal face really needs work. Someone on Hap's Void made a good Palpatine skin. |
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A little bit of advice: I knew that this forum was kind of negative, but since the void is down for me I posted here anyway. JA is an old game, and really needs new people to keep it alive. Don't scare them away. I'm always open to constructive criticism, but some people only want to point out flaws without giving any tip on how to improve. Others only post to call the models fake. That will get us nowhere. For the people that liked the model and want to know when it's released, or help me with the sounds, I'll be at the void forum as soon as it's back online. -Toshi. |
Re: [WIP] Supreme chancellor Palpatine See it as a compliment noone believed this was your first model ;) |
Re: [WIP] Supreme chancellor Palpatine there is a difference between being able to model, and being able to move around parts of other peoples models. i'm going to leave it at that. |
Re: [WIP] Supreme chancellor Palpatine The reason why no one believes a newbie that claims to have made a model that actually looks good is because we had a recent.. disturbance with someone who ripped several people's work apart and claimed it as his own. As for your model, I'd say the robe has too many polies below the hips. You can make do with a lot less. |
Re: [WIP] Supreme chancellor Palpatine Gir, unless you have any proof, stop having a go at him. Assuming it is your model, it's very true to the real thing, but as Carlos said, perhaps too many polygons. The wireframes look very complex. |
Re: [WIP] Supreme chancellor Palpatine Quote:
I had no previous experience with 3ds max, so it has been quite a ride. About the robe, I agree completely with you. I also had a problem with the polygon count on the head, thought it was 3000k poly limit, turned out to be 2000k polys/1000 vertices. I had to use multires modifier to fix that. I also have some clipping issues with the robe when the model is walking. Thinking back, I should have started with a model with no robe. To make everything clear, I made this model myself, and from scratch. It has its flaws, but I like it. I will revisit the model when I have more experience with 3ds. I already have another model in the works, and it will be far better constructed than this one. When people call fake without proof the don't sound smart, they sound envious. I just want to have fun making models and sharing them with all of you. I dont´want to brag, nor do I want to claim property of someone elses work. I make them myself, and if one person enjoys it, I've done my job. |
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Re: [WIP] Supreme chancellor Palpatine another thing that makes it not so believable are these 2 things, triangulation, the model is triangulated, 3ds max and most other programs build their models in quads (4 sided polies) but imported models are triangulated since theyre triangulated on export. the second, its built strikingly similar to a base JA model, mainly the hands, hips and legs. the face and arms look unique but difinately not from scratch unless you made it in another program and then exported it to max to where it got triangulated. to me those are easy ways to spot things, sorry if you dont like what im saying but theres hundreds of people who posted thier first time and said it was their first model every and its better than even a professionals first model but ended up not being thier model because nobody makes a first model FROM SCRATCH that decently. i say decently because the JA build is far from a good deforming polyflow that their models are built on. |
Re: [WIP] Supreme chancellor Palpatine actually if he were working in editable mesh mode, then his model would show in triangles, however, i think you might be right in this case. Although if he's imported someone elses model, it will automatically set to editable mesh anyway. the reason i say it belongs to someone else, is because the mesh itself bears a striking resemblance to one i've seen before. i'm just waiting for them to get back to me with some images so i can confirm. i am 90% sure of what, and who you took the work from. IF this is your "first model" i would doubt that highly too, it may be your first public release, but no one, NO ONE knows how to model cleanly, efficiently, with a perfect eye for form, UV map, and texture, in the space of time it's taken you. oh, and your texture maps are extremely similar to someone elses as well (in their layouts). good job on the photosourcing though, not often someone gets it right. |
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