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Thread: The Skeleton

  1. #1
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    The Skeleton

    I thought I would post my progress in making higher poly low poly skeleton parts. The is the first one: a Spine replacement. Bone color OK?
    Click image for larger version. 

Name:	Spine New v Old..jpg 
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    This color more matches the original, but I think it is too yellow ...
    Click image for larger version. 

Name:	Spine New v Old..jpg 
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ID:	709
    Last edited by LarryG; 7th Nov 2010 at 03:56. Reason: show alternate bone color

  2. #2
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Personally I think the second texture is bette. More contrast = better. When that's in properly lit environs I don't think it'll look too yellow, whereas the first one looks a bit washed out, desaturated and might get lost in a dark Thief environment.

    Maybe try pushing the hue a tiny bit towards the red direction from that second picture, get a more beige look?

  3. #3
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Better?
    Click image for larger version. 

Name:	Spine New v Old..jpg 
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  4. #4
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    The newest version is pretty good; it may use jut a little bit more yellow and contrast. The original skeleton texture comes out really-really well when lit up in dark environments (some of the shadowing is baked into the texture), so a replacement should capture that aspect.

  5. #5
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I feel like an optometrist: is this better or worse?
    Click image for larger version. 

Name:	Spine New v Old..jpg 
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ID:	711

  6. #6
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    I think better.

  7. #7
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    I like the latest!

  8. #8
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    In order to get a single spine-pelvis object, I had to seriously de-poly the spine and the ribs. I have higher quality ribs as a separate ribcage object (stay tuned), but they would not work with the pelvis, and spine from the spine object.
    Click image for larger version. 

Name:	New Spine-Pelvis..jpg 
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    I thought the 3D ribs would be the hard part, but the rib texture was a real bear for me to get shadows burned and and looking like it belongs to the same person as the spine and pelvis. I much prefer to model from a good image than to freehand it and make up a texture from scratch.
    Last edited by LarryG; 7th Nov 2010 at 23:18. Reason: grammar & spelling

  9. #9
    Summer Vacation Contest Winner 2010
    Registered: Sep 2003
    Location: PacificNorthWest...Near Forks
    looking Great Larry !

  10. #10
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    A ribcage replacement.
    Click image for larger version. 

Name:	ribcage..jpg 
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  11. #11
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    A spine+skull replacement.
    Click image for larger version. 

Name:	spine+skull..jpg 
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    The skull is Schwaa's with a recolored texture to match the rest of the skeleton.
    Last edited by LarryG; 8th Nov 2010 at 01:46.

  12. #12
    Member
    Registered: Mar 2001
    Location: Ireland
    The ribs in the spine object look a bit thin. Otherwise it looks great!

  13. #13
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Do you mean the spine-pelvis object? They are very thin. I used a remodeling application to lower the polys, and they became very thin. It looks OK in game, but I think I want to try and remodel manually to see if I can find a better low poly solution.
    Click image for larger version. 

Name:	New Spine-Pelvis..jpg 
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ID:	717

  14. #14
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    For the purposes of the EP, isn't the original skull missing the lower jaw?

  15. #15
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    That's a good question to ask. For the purpose of EP does it matter? I'm adding a much better defined pelvis. The original had a much more abstract representation. I assume that it is OK to improve on the models, otherwise why bother. But the lower jaw issue might be different. Is adding the lower jaw OK or should I remove it? I was also going to try and add shoulder blades and collar bones, if I can get the polys down. But that was missing as well from the original objects. Is adding that in (or adding in a lower jaw) against the EP rules? Are there EP rules? I came to TTLG post EP, so I am unfamiliar with any discussions on this. I was originally just improving the objects for my mission, but NV said he might like them for EP ... so you tell me.

  16. #16
    Member
    Registered: Mar 2001
    Location: Ireland
    I generally went with the philosophy that adding extra detail that wasn't there in the original was okay if it made sense, so long as it didn't deviate too much from the original. I'd say adding missing bones is good - LGS probably meant for them to be there originally, but left them out due to polycount constraints.

  17. #17
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Hmm, could be deliberate though - I mean, realistically a jawbone would probably detach quite easily with no flesh to hold it. Looks good as it is, and hell, if it's good enough for NV...

  18. #18
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I redid the ribs and spine so as to have a better looking spine-pelvis than before. The model is now up to 1984 polys according to bintoe, but it works in DromEd with no issues. So while the poly count is higher than I would like, everything seems to be OK.

    New new spine-pelvis
    Click image for larger version. 

Name:	NewSpinePelvis..jpg 
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    Prior new spine-pelvis
    Click image for larger version. 

Name:	New Spine-Pelvis..jpg 
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ID:	719
    Last edited by LarryG; 9th Nov 2010 at 09:58. Reason: update rib newnew texture

  19. #19
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    Femur

    I never noticed there is no femur in Remains>bones until I started down the road of making these skeleton bits. (I used the tibia in place of the femur in laying out my skeleton and never thought twice about it.) I made one anyhow (well two, left and right). I figure they might be useful. Not for EP I guess.

    Click image for larger version. 

Name:	NewFemur..jpg 
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    Last edited by LarryG; 11th Nov 2010 at 02:31.

  20. #20
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    New Leg + Foot

    This one is for EP.

    Click image for larger version. 

Name:	New Leg..jpg 
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    Edit: but I think I want to better texture the foot ...
    Last edited by LarryG; 12th Nov 2010 at 10:10.

  21. #21
    Member
    Registered: Mar 2001
    Location: Ireland
    That's a nice leg+foot!

  22. #22
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I redid the UVs on the foot and then re-textured it because I didn't like the stretching on the sides. This is not perfect, but better, and I can live with it. At least the toe joints on the sides now line up with the toe joints on the top and bottom. What a pain!

    Click image for larger version. 

Name:	New New Leg..jpg 
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ID:	726

  23. #23
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    A new arm+hand. I've modeled a scapula too, but don't have a place for it. It looked stupid on this arm and adds too many polys for any of the bones with rib cages. Oh well. Click image for larger version. 

Name:	NewArm+Hand..jpg 
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ID:	727

  24. #24
    Member
    Registered: Mar 2001
    Location: Ireland
    Looks nice. The UV mapping on the side of the fingers is a bit stretched, though.

  25. #25
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    They are. I didn't think it was bad enough to warrant a better hand texture. But maybe it is.


    I managed to skinny down the polys enough for this replacement of skelc2.
    Click image for larger version. 

Name:	NewSkullSpineRib&#115.jpg 
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ID:	728

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