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Colin77
07-02-2004, 04:56 PM
Hi all,

i am starting work on a high poly character using SubD. i am used to using a single skin for game characters with clothes drawn on textures etc but i wanted peoples opinions on workflow for high poly characters.

i have roughed out the body and now need to add clothes, do you usually copy the body area and refine the copied mysh over the body until you finish the clothing or do u just start modelling over the body a fresh?

is there anything i should look out for, UVs on SubDs? is this a problem area. some threads suggested that UVs can screw up when render time. i wasn't sure if this was software specific.

is there anything else i should consider? as mentioned i'm used to games so i'm unsure what exactly shaders are and should i use them for the clothes and skin to assist rendering or would simple diffuse, spec and bump maps do?

thanks for any help

col

gamekill
07-27-2004, 09:44 PM
Hi... I noticed you are modeling a character and adding clothing... Just thought I'd give you a little advice on how to start the clothing part better than just cloning the faces from the body...
First of all yes, you DO need to clone the selected faces. Like, select all faces from the torso and shoulders, then hold down SHIFT and do a single click over the selection. The you can type in a name for the new object (at the pop-up window).
But now's my advice: Select this new object and apply the PUNCH modifier, so that the faces get scaled out the character body proportionally. You will get a MUCH better result than simply scaling it. The resulting object size will be exactly all around the skin, no moving and adjusting around needed!

Hope that helps...

KolbyJukes
07-27-2004, 09:57 PM
You might be better off posting this question in the modeling section, the WIP forum isn't really the place for questions like this.

wedge
07-27-2004, 10:02 PM
First of all yes, you DO need to clone the selected faces. Like, select all faces from the torso and shoulders, then hold down SHIFT and do a single click over the selection. The you can type in a name for the new object (at the pop-up window).
But now's my advice: Select this new object and apply the PUNCH modifier, so that the faces get scaled out the character body proportionally.
this doesn't work for me in Maya!

just thought i should point out that you can't assume everyone is using what you are.. i presume you are using MAX.. i don't think he said he was using MAX but i could be wrong.

gamekill
07-27-2004, 10:58 PM
Yes Wedge you're right... my bad. But even so, maybe maya has a similar tool? It should be something like "face normals-based scale" or so...

Anyway I really thought he was using 3DSMAX, because I had a bunch of threads open in many browser windows, and was posting for some of them...

Well see ya around...

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