Male Lupine Model Circa 2005
This is a low poly Character model of a male lupine done as an Unreal 2004 Custom player model. Unlike the Female for Quake2, this one was never finished, as the access to the Unreal Editor ended with the end of that particular job, but the model was completed and ended up on my 3D portfolio. A male barbarian Lupine with a bronze cuirass and plastron and a patterned Loincloth. The Skeleton is a "Gib", so that under certain damage type, the model would be reduced to a smoking skeleton, with crisped armor. l rigged to the same skeleton and rag doll.
Category Artwork (Digital) / Miscellaneous
Species Wolf
Size 1024 x 768px
File Size 415.6 kB
Listed in Folders
oh my goodness, thats amazing.
my dream job is to be a CGI artist, or work with 3-D programs...
I was wondering... what kind of schooling did you have to take, and what kind of work were you looking for after you finished school?
I've wanted to find a college that i can go to for this kind of thing, but i literally have no idea what kind of courses i have to take XD
Next year (ill be in grade 11) I'm taking 2-D and 3-D animation, thats basically my starting point XD
my dream job is to be a CGI artist, or work with 3-D programs...
I was wondering... what kind of schooling did you have to take, and what kind of work were you looking for after you finished school?
I've wanted to find a college that i can go to for this kind of thing, but i literally have no idea what kind of courses i have to take XD
Next year (ill be in grade 11) I'm taking 2-D and 3-D animation, thats basically my starting point XD
You want to look fr placwes like Digipen, and the Academy of Art College, but they have bad instructors. others would be Massive Black workshops. But since you are still pre-college, the first thing y9ouy need to know is hujan anatomy as god as you can, as well as lighting, you need solid fundaentals in representational illustration, design, and animation. You need to immerse yourself in the hard and possibly boring stuff such as research, drawing, cramming, and otherwise getting nearly photorealistic in pencil sketches, especially in animals, portraiture, aned the like. THe "easy" route" I took, was because I gew up alonjg side 2D art, but had a good set of artistic fundamentals. There is no easy route now, because of som many ultra talented folks already in Hollywood. THe Utmost in drafting and craftswmanship is required. IF you are serious, look for any ARC (Art Renbewll Center) recommended art school, and from there go into 3d. Because 3d is based on the best of 2D fundamentals. Hope this helps.
Scott
Scott
If you want to get your feet wet with 3d modeling (for free), I recommend Wings3d (esp for its wide variety of file import/export formats), and to a lesser degree Google Sketchup. (quick and dirty- free version output not as useful [seriously gimped]).
I would also suggest looking into Second Life- you can do everything with a free account, and there is a wide community of users of all build skill levels that can assist, encourage, and inform. There are simple in-world 3d build tools, and a wealth of information about the more advanced 'sculpts' that you can import from 3d programs (there is an exporter for Wings3d).
I would also suggest looking into Second Life- you can do everything with a free account, and there is a wide community of users of all build skill levels that can assist, encourage, and inform. There are simple in-world 3d build tools, and a wealth of information about the more advanced 'sculpts' that you can import from 3d programs (there is an exporter for Wings3d).
You probably shouldn't, because I said George when I meant Greg. :P
He writes furry fiction and also made some awesome Quake 2 skins back in the day: http://crash.ihug.co.nz/~howellg/main.html
He writes furry fiction and also made some awesome Quake 2 skins back in the day: http://crash.ihug.co.nz/~howellg/main.html
It was also hard to make UT models as the catalogue of animations needed for a user model was around 26 different sequences rather than the 7 for Q2. So that was a limitation as well as making the rag doll, as that acted differently than the animation skeleton, It's very complexity added time, and a learning curve to the effort, so you didnt' see many that werent' made by already industry pros. as it was I "Helped" in several of the models, such as the UT Trainer Girl, Bender, and the Redheaded girl in lingerie.
Well the technology has moved on.
silverone has pushed me hard to to adopt Z-Brush, and make figures there. I can always down Rez something . But I have learned a lot in the 13 years since that figure. I found I did still have the model, but it looks pretty icky compared to what I can do now.
silverone has pushed me hard to to adopt Z-Brush, and make figures there. I can always down Rez something . But I have learned a lot in the 13 years since that figure. I found I did still have the model, but it looks pretty icky compared to what I can do now.
Player models have definitely come a long way. Quake2 in 1999, where I did the original Female Werewolf with an AK-47, the character limit was 600 polygons ( plus 200 for the custom weapon). Unreal Tournament 2004, where the above model was intended had a limit of 2000 polygons or 4000 triangles. Now most character models are around 200,000 polygons or 200,000 triangles. You can see the polygon progression, just by comparing the various editions of Tomb Raider. Now you see why I have to migrate to Z-Brush for character models. Also, it seems like very few games allow for character modding any more. Concentrating on animation, and occasionally Second Life these days.
maybe you should address the complainers about fallout76 I tried to explain why the program is doing the dancing pie thing.... the did not seem to get hardware limitations brought apon my MS systems... and the internet trying to get everyone running so they all can play together.
FA+

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