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Getting back into Torque
Getting back into Torque
| Name: | Ward De Langhe | ![]() |
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| Date Posted: | Mar 06, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Ward De Langhe |
Blog post
Its been a while since the last time i played with Torque. The project I was working on back then is now on hold, not sure if I will ever pick it up again.
Anyway, like I said the last couple of months I didn't look at Torque.... but recently I decided to dive back into it, and this time start with some things I've never done before: rigging and exporting a character. So I started working on the player model I'm planning on using for my new game idea (will post more on this when I start programming ;) ).
Lately I've been modelling mostly high poly models (like this one for example), so doing some low poly stuff took me some time to get back into.
Anyway, here's what I have of the model so far. Its just the start. Model is 90% done I think. I just started with the skin. The poly count is 1446 by the way.
I'm looking for feedback, let me hear what you think. How can I improve it. Does it look good or not?

Here's the wire:www.3d-resource.com/temp/Goblin1-wire.jpg
Anyway, like I said the last couple of months I didn't look at Torque.... but recently I decided to dive back into it, and this time start with some things I've never done before: rigging and exporting a character. So I started working on the player model I'm planning on using for my new game idea (will post more on this when I start programming ;) ).
Lately I've been modelling mostly high poly models (like this one for example), so doing some low poly stuff took me some time to get back into.
Anyway, here's what I have of the model so far. Its just the start. Model is 90% done I think. I just started with the skin. The poly count is 1446 by the way.
I'm looking for feedback, let me hear what you think. How can I improve it. Does it look good or not?

Here's the wire:www.3d-resource.com/temp/Goblin1-wire.jpg
Recent Blog Posts
| List: | 11/14/07 - game video 10/15/07 - Alchemist progress (TGB game) 07/06/07 - Time for another blog post... 04/22/07 - New game & some freebies 03/28/07 - TGB projects 10/22/06 - What i've been doing lately 09/14/06 - Magic Pearls 07/29/06 - Update |
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Submit your own resources!| Tom Feni (Mar 06, 2006 at 06:51 GMT) |
good to see people coming back.. :)
* oops, what to improve.. I would only say the belly. smoothing it out at the bottom would be cool.. :) otherwise not to bad for a low poly count.. :)
I cant do a model to save my life but yours look great to me..
Edited on Mar 06, 2006 06:52 GMT
| Chris \"C2\" Byars (Mar 06, 2006 at 11:47 GMT) |
| Jason Burch (Mar 06, 2006 at 14:42 GMT) |
Don't need to change a thing :)
| Ward De Langhe (Mar 06, 2006 at 19:31 GMT) |
Here's an update. Moved some vertexes and worked on the skin.

| Jeff Gran (Mar 06, 2006 at 20:10 GMT) |
| Todd Pickens (Mar 06, 2006 at 23:41 GMT) |
I agree with Jeff on the elbows of the goblin. Also, I suggest sculpting the back a bit. Even with a fat belly, the curve of the spine should be visible, and it can also help the animations with regards to making the character look balanced.
Now that I look at it, its also a bit top heavy. I would actually give a bit more mass to the feet and lower legs.
The Update to the face helps a lot, he had a define Yoda thing going on there in the first pic.
Looking forward to how this develops.
| Ward De Langhe (Mar 07, 2006 at 11:11 GMT) |
I'll work on the elbows and back tonight. That's relatively easy to fix. I'll have to unwrap those parts again, but with 3D max 8's new pelt mapping that takes only 5 minutes now.
The feet were made small to make it look comical.... but maybe I should make them a little bigger.
Edited on Mar 07, 2006 11:18 GMT
| XoCluTch (Apr 13, 2006 at 02:24 GMT) |
;)
| Ward De Langhe (Apr 18, 2006 at 18:27 GMT) |
Yes, no pants, not sure goblins should wear pants. Think its kind of funny this way. Maybe I'll skin some pants on so I don't "shock" anyone.
Still didn't have time to export this one succesfully (tried a couple of times, but all attempts so far failed miserably)
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