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Boba Fett Model


BloodRiot

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yeah, lime-light kinda nailed what i was going to post about. the helmet isnt quite there...my suggestion is to lower the dome portion (the top part where it intersects the red trim) to somewhere near the lower rim of the visor.

 

and hes a tad too skinny. both fett's are a bit bulkier than that. otherwise great job.

 

ive already sent my boba fett model to mike gummelt. hes going to see what he can do about converting it for me. ill keep you guys posted.

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Looking good BlodRiot!!!

 

You do still need to bring the visor down though. That's the bigest problem right now. Other than that, I'd probably look for some more references on his Brazers. They are a bit rounder than that I believe.

 

Did you get the links I left you at the other post. I hope they work out for you. If you didn't get them leave me a post here and I'll leave them here for you. I've been keeping an eye on this post.

 

Boba Fett has been my favorinte character since I got my Mail In figure before ESB came out...

 

I think that's why so many people remember him so much more than other people give him credit for. They built him up before the movie came out!!! What's a little kid to do?

 

Good Luck!

 

I'm in the same boat as you, waiting for more info on this damn game...

 

:boushh:

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Sure thing... pics coming right your way.

 

oh and I've lowered the visor as sugested.. I had already done that but i didnt save and forgot to redo it afterwards. anyway.. here it is.

 

*PICTURES REMOVED*

 

And yes I got the links for the tutorials... Thx a million dude. :)

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Cool...

 

O.K. I see you are doing the Jang Fett now, and I havent' seen alot of pics of him yet, but I'll look them up.

 

If Janga is alot like Boba, (Boba is supposed to be Jangas Clone Right?) Then from the fron view he looks a bit thick. Boba Fett is kind of a thin dude with some armor that gives him a bit of bulk. Never the less you can still see how thin he is. Perhaps a little less broad in the chest.

 

Also the Hips look kinda weird from the Front and Frotn3/4 renders. Though they look fine from the Back and Back 3/4 renders. But it makes him look as if he has a Pot Belly.

 

One last note: Needs a crotch. Theres nothing there right now, and just like you need to give the feel of biceps under arms or Pecs under the chest, you need to give him some manlyhood. Just enough to say HELLO!

 

Helmet looks much better!

 

Now go push some vertices or something. Unlike my dumb ass that's been surfing around the forums all day.

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Ok.. it now has FINGERS!!! lol bloody damned nuisance it was but it's done :D

 

Fixed the hips thingy and gave him a shot of Viagra as Kat sugested. :p

 

other than that corrected a whole lot of bugs I missed earlier... managed to tune down the poly count a bit... not as much as I'd wanted but it's better than nothing.

 

Having a new major bloody nuisance with the mapping for the skin... anyone wants to have that lil shore? I'm a beginner at that lol.

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This:

 

http://www.amazon.com/exec/obidos/ASIN/1556228155/002-1969702-3708846

 

Is the book that taught me how to model and UVmap.

 

It's worth every last cent too, and it's by Paul Steed. Q2 and Q3 modeler.

 

Only a few things are missing which you already know how to do, but I use it all the time. You WILL be able to figure out how to UV map using his method. UV's are very important, and you want to get them right so Skinners wont get mad and quit skinning for you.

 

Don't know if you are planning on getting it, but it's priceless to me.

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If I dont do this right... the skinners might take on skinning ME....Alive!!!!! :D

 

I want to do this right... besides...I'm already working on a robed character... kinda like maul's robes.

 

But I might as well finish Fett first. But that UV's...... killers :)

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I have a few questions for anyone who posted here so far:

 

Does the model have to be one mesh completely welded together? (i.e. no seperate arms legs etc.) my mandalor model is currently in 5 pieces. head, legs/hips, (2 arms and torso which i planned to weld together as one)

 

also what are you talking about with the uvs? I use this method i found a while back of making a copy of everything, then detaching areas, and laying them all out flat, then making one planar uv map, then using morph and picking the copy to set it instantly back together.

 

also, any tips on reducing polys? mine is so high (after a .25 smoothing) i won't even mention it for fear of being ridiculed....It looks good...but good lord...

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Well.. mine is about 2700 polys presently.

 

Planning some reducing cuz I still have to include a backpack.

 

I use optimize with some caution so it wont affect the model too much except on reducing poly issues... and I have to do some manual reducing as well, such as collapsing some vertices that wont make too much diference in the overall shape of the model and stuff like that.

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Messiah, I use a similar method to UV map. I add and Edit mesh to the area I want to map and hide the rest. (JEDI CAN USW LOTS OF MAPS). Then I pull it appart by Detatching faces to Element. Lay it out flat, and add UV map modifier.

 

set the box, then I sue Textporeter to do the UVs. Add a Add a UVW to set the coordinates in place and then delete the Edit mesh Modifier.

 

I know it doesn't sound right, and that's why I never write Tuts.

 

As far as the mesh... We dont know yet. They look like single meshes. But I'm not sure. If you look at SOF model viewer there are about 50 TAGS so that says to me its segmented like all hell. But I again don't know.

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You never know how that will turn out, Absath said himself that this is a guinea-pig test experiment... the guy he sent it to is going to "attempt" to attach the model to raven's base jk2 skeleton, so who knows. Anyway, even when the sdk comes out, two fetts are better than one.

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Well anyway I've finished modeling.

 

Now all it lacks is the skin.

 

Since both Jango and Fett use the same backpack model. It stays with the Boba Fett Rocketpack since it will do for both of them :)

 

FOR NOW... it stays that way... let's see how the SDk will change things.

 

heres the final model at 28xx polys (I hope it doesnt push the envelope too much with this poly count).

 

Hope it matches your expectations. :)

 

*PICTURES REMOVED*

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It looks superb. Theres something about the helmet though. I think... the top looks a little small in comparison with the bottom "flared" out sides. I don't know, perhaps its the fact that theres no skin atm that makes it look that way. It just seems that the top could use a little -"widening?"- ... Perhaps the whole helm is just a little too skinny looking. x20 of what I could do though. Awesome job.

 

edit: Hmm, I didn't look at the side view for very long, and now after I have it looks alot better from that view. I think it's just the dead on front view that makes it seem that way.

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yeah lemme just clarify whats happening with my model- it has been taken in by the great guys at Raven, as a test subject. they are using it as a guinea pig to see how a pre-made model works with their sdk- how easy it is to apply the skeleton, what the process is, how difficult it is, what needs to be converted where, etc.

 

this is in no way a "yeah, the model will be converted by tommorow" its a "lets see what we can do. no promises" i may very well get an email saying that it didnt work, that they've found something that needs to be fixed in the sdk etc. who knows. if this works out, then yes i am going to take the model, skin it (as boba) and release it to the community.

 

even on that note, this model is a quick mock up. it definetly looks like boba, but its not as detailed as bloodriot's model. most of the detail work on mine will be accomplished with creative skinning. i wanted to keep the poly count low and manageable for the guys at raven. so whereas we may very well have our first player created model by this weekend, by the time the sdk is released bloodriot's mandalorian will be the way everyone will want to go, simply because of the amount of time and detail he has invested in it.

 

originally i was going to submit my model for conversion now, as a temporary fett-fix for all the addicts out there, and then when the sdk came out i would rework him for finer detail. i doubt ill do that now, faced with the quality of bloodriot's work. i might put out the first fett model, but it wont be the best in the long run.

 

im fine with this, because it will allow me to concentrate on modelling/skinning other projects, more EU characters, and original creations (i really love those)

 

so i just wanted to clear this up, in case anyone was misreading my earlier post. my model submission, while decent in its own right, is mostly just to help Raven test their methods, and to give us (hopefully) a temporary fett model to play around with.

 

-Abs

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