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Old 07-21-2005, 11:26 AM   #1
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Boba Fett

I'm making a new, 5k polygons Boba Fett. Here are some screenshots:

Ingame shots:







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Last edited by CortoCG; 07-27-2005 at 05:33 AM.
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Old 07-21-2005, 11:36 AM   #2
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Go Corto go! hehe i see the shaders are working now , keep it up!

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Old 07-21-2005, 11:39 AM   #3
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The visor flare is faked . Lol.



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Old 07-21-2005, 03:38 PM   #4
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Model looks nice.

Is there a shader problem, or just haven't put an effect on yet?


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Old 07-21-2005, 03:42 PM   #5
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The shader only applies specularity on the knee pads and the metallic parts of the helmet. The model is obviously mostly untextured.



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Old 07-21-2005, 10:19 PM   #6
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think he looks a little too bulky round the hips.



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Old 07-22-2005, 06:07 AM   #7
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Looks cool!

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Old 07-22-2005, 08:49 AM   #8
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Quote:
Originally posted by Pahricida
think he looks a little too bulky round the hips.

What do you mean by bulky? The proportions are right, and everything is in place. I modelled the body from scratch using more than 50 reference images and a hi-res model of Boba Fett.



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Old 07-22-2005, 05:28 PM   #9
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Smile

I agree. I don't think its bulky at all. I think the previous mandalorians have all been a little skinny to be honest (especially NeoMarz's). Nice work mate. Can't wait to see the end result. Would you consider doing some alterations for a Jango model?

On a small note, the yellow shoulder plates look a little low ingame. I'll see if I can find a better reference picture, but in the meantime, have a look at these to see what I mean.
http://www.starwars.com/databank/cha...g/movie_bg.jpg

http://www.bobafettmp.com/multimedia...ges/cut-08.jpg

http://www.bobafettmp.com/multimedia...ges/cut-15.jpg


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Old 07-22-2005, 05:47 PM   #10
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Thanks Dask, fixed that, now it looks much better.



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Old 07-22-2005, 06:40 PM   #11
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Quote:
Originally posted by CortoCG
What do you mean by bulky? The proportions are right, and everything is in place. I modelled the body from scratch using more than 50 reference images and a hi-res model of Boba Fett.
I wouldnt worry too much about those kinds of comments... I get these criticisms myself. I have to say it looks really good, unfortunately when I did my Mandolorians model pack I did in fact make them a bit to skinny. I had someone else doing the weights (Psyko pat)... and I kind of pushed him to get the weights going before spending more time on mesh tweaks. I was still learning the process steps at the time, and didnt realize that the mesh needed to be fully tweaked before weights...

Dont change the model (thats my opinion), it looks spot on. If people want a skinny Boba, they can download my model Marzout!
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Old 07-22-2005, 07:20 PM   #12
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Thanks Neo. After the inmense research work I did, I wasn't going to change the mesh over a single comment. Actually, I'm making a new Boba Fett cuz I hate the first one I did =P.
Anyway, the ingame shots have been updated, plus some more. Check them out on the first post!



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Old 07-23-2005, 08:40 PM   #13
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I wasn't ranting or something.

just trying to give some constructive criticism:


didn't say it was inacurate.
If you like it the way it is it doesn't matter what I say. It's just my opinion anyways.


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Old 07-24-2005, 06:39 AM   #14
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Point made. Another point though. Theres a bit of a gap betweem the chest plate and the belt. Do you think you could perhaps either increase the size of the chest plate slightly to narrow it down, or just edit the gap down a little?

Hope this does'nt sound too fussy.

Good work on the shoulder pads, by the way. Looking real nice now.


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Old 07-24-2005, 03:20 PM   #15
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To Pahricida: I didn't think of it as a ranting, I just didn't know what were you talking about, much less I guessed it was about the legs. The Boba Fett in your picture has the cago pockets empty. I can imagine mine has ammo or supplies, dunno. I think you're also pointing that my model has baggy trousers around the knee pads. That's on purpose =P.

To Daskers: I see what you mean. In all the reference the armor is attached to a second shirt, which is smaller than the jumpsuit. I modeled that shirt on top of the jumpsuit. Right now it looks like a huge gap between the belt with pockets an the armor plate.



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Old 07-24-2005, 03:23 PM   #16
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vaya skin te estas currando Corto mamon!!, Great, also i like the legs how they are, just wait to see a skin over it, and as for the belt size, with a skin under it in the body should be the thing to do..
Anyway i like it, great job mamoncete!




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Old 07-24-2005, 03:31 PM   #17
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I'm going really slow with this one. I don't wanna rush any of the texture just to release the model. I might go back once in a while and rework things like the armor or the helmet. I'll texture the gauntlets next, and then the jetpack. Clothing goes at last.



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Old 07-25-2005, 10:59 AM   #18
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Great way to model CortoCG!

I really like your work ethics behind this, i.e. take all the time it takes to do it right. Also, appreciate the way you take to advice and ideas.

Keep it up man.

(P.s. Just for the record, I'm trying to get my username changed to Sienar , so if you see a future post of that name, to quote Han Solo, 'Its me!'.)


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Old 07-25-2005, 11:36 AM   #19
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You can call me just Corto, everybody does.
I changed the belt pockets layout a bit, put them a lil bit closer to each other.



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Old 07-25-2005, 08:59 PM   #20
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Quote:
Originally posted by CortoCG
The shader only applies specularity on the knee pads and the metallic parts of the helmet. The model is obviously mostly untextured.
I was just wondering, as Psykosith sounded as if there had been a shader problem at one time.

One thing .. I think his rocket is a tad bit too tall... The tallest I remember it being... was roughly the height of his little "eye-piece" attachment on the side of his helmet.

It may seem like a nitpick thing, but it being above his head draws a little more of my attention. Just thought I'd mention it.


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Old 07-25-2005, 09:15 PM   #21
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Pysko referred to a shader problem I was having with the helmet, but now it's working okay.

And you are right, I checked again with the movies and the reference pictures and the rocket is too tall, hehe, I would say a lot.

Thanks for hint on that IB, I fixed it.



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Old 07-27-2005, 05:34 AM   #22
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Screenshots updated on the first post. The gauntlets are textured now. The jetpack rocket is much smaller, now it looks more like in the movies.



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Old 07-27-2005, 12:40 PM   #23
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I like the changes, good progress on the textures, keep it up!

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Old 07-27-2005, 01:12 PM   #24
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yes, really looking good so far.

this question is annoying, I know but will you add OJP Holster tags to the model?


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Old 07-27-2005, 01:24 PM   #25
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Is not annoying is just a question, is not even a request.
As soon as I have the model done I'll check on OJP and see how many features I can add to it, and even make a small Boba Fett mod, where you could earn credits instead of force points, bla bla bla...
I'll prolly compile a new set of humanoid animations, removing all the saber movements, changing the flight animation for Boba and making new anims for the shooting sequences, gauntlet shooting, etc.



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Old 07-27-2005, 01:41 PM   #26
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Quote:
Originally posted by CortoCG

I'll prolly compile a new set of humanoid animations, removing all the saber movements, changing the flight animation for Boba and making new anims for the shooting sequences, gauntlet shooting, etc.
Well that certainly sounds interesting but how do you want to fight NPC Jedi when there are no anims anymore?
Though guns only can also be cool.


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Old 07-27-2005, 02:18 PM   #27
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I won't replace the _humanoid.gla file, I'll compile a bobafett.gla file containing the player's animations.



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Old 08-18-2005, 11:33 AM   #28
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This is coming out pretty cool so far. Couple of things..

His chestplate seems a little small on him, I think it need to be extended closer to his belt/waist.

Not to be a pain, but i think his armor looks a little too green, I think it needs to be darkened a little.

Other then that, its a great model.


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Old 08-18-2005, 05:10 PM   #29
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Color balance is a minor concern right now, since I work in a non-linear non-desrtuctive way with textures. That means, I can go back and forth with any layer and modify them with altering the rest of the texture. Once I'm done with the details and texture painting, I'll balance the color layers to look as accurate as it can.



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Old 08-18-2005, 09:53 PM   #30
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Ah... makes sense.


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Old 03-11-2006, 01:02 AM   #31
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corto any updates?
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Old 03-11-2006, 01:31 AM   #32
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nice... just dont make the shoulder pads like CLONE's


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Old 03-11-2006, 07:47 AM   #33
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I've been without a fixed home and a broadband connection for 3 months now, and moving since another month more to a new home until mine gets finished. So basically I'm not working on any model at the moment.



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