Getting back into Torque
by Very Interactive Person · 03/05/2006 (10:42 pm) · 9 comments
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
About the author
Recent Blogs
• game video• Alchemist progress (TGB game)
• Time for another blog post...
• New game & some freebies
• TGB projects
#2
03/06/2006 (3:47 am)
That high poly model is amazing.
#4
Here's an update. Moved some vertexes and worked on the skin.
03/06/2006 (11:31 am)
thanks for the comments guys.Here's an update. Moved some vertexes and worked on the skin.
#5
03/06/2006 (12:10 pm)
Nice model. :) I like the face, he's got a cool look to him. The only part of him that sticks out as a bit weird to me is the elbows, from the side view they look too symetrical instead of with the bone in the back and soft in the front, if that makes sense.
#6
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.
03/06/2006 (3:41 pm)
Fantastic work on the car Ward.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.
#7
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.
03/07/2006 (3:11 am)
thanks.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.
#9
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)
04/18/2006 (11:27 am)
Hey, good to hear from you XoClutch! Long time since we talked. 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)

Torque 3D Owner Tom Feni
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..