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 Post #1
 19th July 2010 Last edited by oogaboogaman; 3 Weeks Ago at 05:41AM..
Gold Member
oogaboogaman's Avatar
January 2005
3,257 Posts
I have never really done anything related to modeling before, so this is my first time. I went straight to ragdolling. Thanks to Mariokart64n and his ragdolling tutorial, I've managed to rig and compile this thing. This is not my model. I only ported it. Credit goes to Scott Ayers.

The model has a movable jaw and finger posing, but no eye posing. I just couldn't get it to work no matter how close I followed Mariokart64n's tutorial. I'll play around with it more later. I've also retextured it a bit to resemble more of the 1998 Godzilla. I've also added a bump map. (which I don't think is working.) I would provide a better texturing job such as one in the link of Scott Ayers, but I just don't have the experience. Hell, I'm surprised I made a functioning ragdoll as my first thing ever to do for any 3d modeling program.

There are some errors such as stretching skin with limbs. I've spent most of my time fixing most of that, but some part still exist. Sorry.
This is my first thing ever to do in 3ds Max, so don't expect it to be good.

There are multiple sizes:
Humanoid: roughly the same size as a human. (open up more posing possibilities? I don't know.)
Baby: roughly the same size a baby Godzilla from the 1998 movie.
1998: roughly the same size as Godzilla from the 1998 movie.
Ohgod: something I did for fun.

I couldn't be assed to edit the pictures. (Except the first one.) Get to see the model in its full unedited self.

Old screenshot (showing part of old skin)



Humanoid:


1998:


Ohgod: (Police car to show size comparison.)


I plan to do more "monster/alien like" ragdolls as I learn. Hope you enjoy.

Oh and make sure you have noclip, buddha or godmode on before you spawn. If it touches you, you die.

Fix for the largest model. Made the limbs more movable.



 Post #2
 19th July 2010
pip12345's Avatar
July 2007
367 Posts
Epic! Good posing tho.
 Post #3
 19th July 2010
Zeltrax's Avatar
October 2008
51 Posts
OMG AWESOME!!! Nice man 10/10!
 Post #4
 19th July 2010
redman23's Avatar
October 2009
583 Posts
awesoooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooome good work!!!!!
 Post #5
 19th July 2010
eggman249's Avatar
January 2009
1,681 Posts
Yeah virgil!
 Post #6
 19th July 2010
Gold Member
oogaboogaman's Avatar
January 2005
3,257 Posts
Thanks.
 Post #7
 19th July 2010
AaronM202's Avatar
May 2010
1,340 Posts
finally, a godzilla ragdoll

or rather

GINO!!!!
or Zilla
 Post #8
 19th July 2010
Gold Member
oogaboogaman's Avatar
January 2005
3,257 Posts
Yes I was waiting for one. But none came. I thought I might do it myself.
 Post #9
 19th July 2010
eggman249's Avatar
January 2009
1,681 Posts
If only there was a Godzilla model to port....Some one must port from godzilla unleashed or something!
 Post #10
 19th July 2010
Santz's Avatar
June 2009
5,651 Posts
Damn it... I wish that my computer wouldn't have exploded.

I would have so much fun with this model, nice job on the riggin.
 Post #11
 19th July 2010
Allyslayernl's Avatar
August 2009
62 Posts
Yay, finally it is released, thank you very much for this model :D
 Post #12
 19th July 2010
strvare's Avatar
June 2009
127 Posts
yess yess YESSSSSS (HUGE ORGASMMM)
 Post #13
 19th July 2010
cccritical's Avatar
June 2009
1,729 Posts
Dumb people are all over the comments section on the download page.

If you still can't get bumpmaps to work, PM me, I might be able to fix them.
 Post #14
 19th July 2010
scotland1's Avatar
March 2007
1,189 Posts
Oh god the horrific sex poses that will inevitably be made from this.
 Post #15
 19th July 2010
eggman249's Avatar
January 2009
1,681 Posts
Oh god the horrific sex poses that will inevitably be made from this.
Why, don't give people ideas!
 Post #16
 19th July 2010
Gold Member
Joazzz's Avatar
June 2008
5,623 Posts
I plan to do more "monster/alien like" ragdolls as I learn.
Oh please do.
 Post #17
 19th July 2010
Gold Member
Dragoshi1's Avatar
March 2008
2,633 Posts
Finally! Although its kinda low res...


My request was finally fulfilled!...


*sniff*
 Post #18
 19th July 2010
itak365's Avatar
March 2009
1,262 Posts
Yeah, if you can get to the skybox section on some maps (noclip, there's a small patch of area that you'll see) that has the mini buildings and such that comprise your skybox. Posing the Humanoid-sized one should do the trick if you need to make the scale the point of the picture.
 Post #19
 19th July 2010
OutLawed Blade's Avatar
July 2009
68 Posts
lookin goood, cant wait to see more
 Post #20
 19th July 2010
Gold Member
oogaboogaman's Avatar
January 2005
3,257 Posts
Thanks for the comments.

Couple of questions though. What is the poly limit for the current Source engine? And do "faces" in 3ds Max represent the poly count?
 Post #21
 19th July 2010
gman003-main's Avatar
November 2007
1,778 Posts
Thanks for the comments.

Couple of questions though. What is the poly limit for the current Source engine? And do "faces" in 3ds Max represent the poly count?
The limit is 10,000 tris. The "faces" in 3ds Max are a polygon count, but if you have faces that aren't triangles, it won't be the tricount. Worst case, the tricount is double the polycount.
 Post #22
 19th July 2010 Last edited by oogaboogaman; 19th July 2010 at 11:54PM..
Gold Member
oogaboogaman's Avatar
January 2005
3,257 Posts
The limit is 10,000 tris. The "faces" in 3ds Max are a polygon count, but if you have faces that aren't triangles, it won't be the tricount. Worst case, the tricount is double the polycount.
Thanks. How would I check the tricount in Max 8? This model is ~40k faces.
 Post #23
 20th July 2010 Last edited by Silver Spirit; 20th July 2010 at 12:16AM..
Silver Spirit's Avatar
July 2009
4,432 Posts
The limit is 10,000 tris. The "faces" in 3ds Max are a polygon count, but if you have faces that aren't triangles, it won't be the tricount. Worst case, the tricount is double the polycount.
10k? I've got models in GMod that are over 20k and I even managed to compile something that was over 40k with the ff_studiomdl.exe. The largest one I managed to compile with the normal studiomdl was about 25k so around that would I would think as a "limit" as such.

Edit: Sorry if this seems a bit forefront, but we did have a rather large discussion about this a while back.

Edit2: Damn I can't find the 40K thing ¬.¬ The largest i can find is 25K so lets go with that. But saying that normal maps are probberly a much better way to go.
 Post #24
 20th July 2010
gman003-main's Avatar
November 2007
1,778 Posts
10k? I've got models in GMod that are over 20k and I even managed to compile something that was over 40k with the ff_studiomdl.exe. The largest one I managed to compile with the normal studiomdl was about 35k so around that would I would think as a "limit" as such.

Edit: Sorry if this seems a bit forefront, but we did have a rather large discussion about this a while back.
Apparently my info is out of date, then. Although you really shouldn't need that many tris for anything. Valve never went over 9k, and rarely went over 5k, from my knowledge. Although I haven't checked the L4D series' budget, so they might have increased it over time.
 Post #25
 20th July 2010
Arrows's Avatar
April 2009
425 Posts
playermodel plz
 Post #26
 20th July 2010
Gold Member
Xenomoose's Avatar
September 2006
4,190 Posts
this is awesome! we really needed some Kaiju in here. any plans on porting the Japanese Godzilla?
 Post #27
 20th July 2010
Pops's Avatar
November 2009
434 Posts
fucking awesome!
 Post #28
 20th July 2010
Santz's Avatar
June 2009
5,651 Posts
Apparently my info is out of date, then. Although you really shouldn't need that many tris for anything. Valve never went over 9k, and rarely went over 5k, from my knowledge. Although I haven't checked the L4D series' budget, so they might have increased it over time.
I have repeated this a couple of times, the Source engine has no limit for polys, the thing is that YOU can compile it.

S-low has ported stuff above 100k+ polys, like the TX terminator.
 Post #29
 20th July 2010
Darthvoorhee's Avatar
July 2007
1,889 Posts
Awesome.
 Post #30
 20th July 2010
gman003-main's Avatar
November 2007
1,778 Posts
I have repeated this a couple of times, the Source engine has no limit for polys, the thing is that YOU can compile it.

S-low has ported stuff above 100k+ polys, like the TX terminator.
I poked around in some MDLs, it looks like they use ints for face data, so there should be a limit of 4 million tris. Which is close enough to unlimited, for now.

Really, though, having a high polycount doesn't automatically make a good model. That's like saying a book is good because it has 100,000 words. Sure, having too few is a major problem, but having too many can be just as bad.

Technical knowledge time! Every face has to go through a perspective transform every time it's rendered; for a 100k-tri model, that's about 1.2 gigaflops of processing just to put all the vertices in place, no texture fill or shaders. That's a lot of processing power, especially when you factor in memory access.

So, a high polycount does not automatically make a good model. If you can make it look just as good with fewer polys, do it. Make up for it with cheaper effects like normal maps or parallax maps. Put the really small details in the base texture. You'd be surprised what you can do by letting the computer work smarter, not harder.
 Post #31
 20th July 2010
runeneo's Avatar
March 2010
14 Posts
Everyone wants the same, PLAYERMODEL PLEASE! :D
 Post #32
 20th July 2010
Ignhelper's Avatar
November 2009
1,527 Posts
japanese godzilla>American godzilla.

But nice release!
 Post #33
 20th July 2010 Last edited by ulvemann43; 20th July 2010 at 09:52AM..
ulvemann43's Avatar
February 2009
115 Posts
good work
 Post #34
 20th July 2010
The Combine's Avatar
July 2009
5,549 Posts
Oh god yes, a godzilla model. Downloading right away.
Please do more!
 Post #35
 20th July 2010
MajorMattem's Avatar
March 2010
541 Posts
Would you please work on a Cloverfield model?
 Post #36
 20th July 2010
ulvemann43's Avatar
February 2009
115 Posts
Would you please work on a Cloverfield model?
noone has made a game featuring the cloverfield monster yet
 Post #37
 20th July 2010 Last edited by Darthvoorhee; 20th July 2010 at 04:13PM..
Darthvoorhee's Avatar
July 2007
1,889 Posts
Would you please work on a Cloverfield model?
Someone already got close:
http://www.garrysmod.org/downloads/?a=view&id=39165

They've got the "Parasite", but they don't have the huge monster yet.
 Post #38
 20th July 2010
StoneRabbit's Avatar
April 2009
111 Posts
Fuck yeah ! I've always waited for a Godzilla model.

I prefer the old japanese one but nevermind.
 Post #39
 20th July 2010
eggman249's Avatar
January 2009
1,681 Posts
Would you please work on a Cloverfield model?
I would love this, but a very talented modeler with a lot of time would have to.
 Post #40
 20th July 2010
gplex92's Avatar
January 2010
13 Posts
finally i waited for this for a lond time nice work!!!...P.s can you do godzilla 80s if you can but still nice work
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