ajw798
12-22-2004, 01:18 PM
Hi,
I'm a relatively new 3dsmax user (who's used to basic architectural modelling) and I have just started messing around with low/high poly character modelling. I have chosen to model the following character from Green Jelly's "Three Pigs" clip:
http://www.transcendenz.co.uk/pig.bmp
For a start I'm not too sure about the proportions. I'd like this to stay fairly caricatured so how many heads high should the character be? I have started drawing the character as suggested in the Paul Steed book and have made a basic 'lightbulb' head using a lathed NURBS point curve but this gives me a very high poly count just for this base head shape (around 2K) which is unacceptable for low-poly models and probably isn't the right way of going about this regardless of poly-count.
Another thing which bothers me is how to make the low-poly model's head not too spikey. I intend to use this model as the focus of a POP:SandsOfTime style third person chase cam and so I'd like the head to be low-poly but not overly spikey if you see what I mean! (and no I don't intend on doing anything clever along the lines of GPU shaders to enhance detail)
Any tips would be most helpful.
Thanks
Tony
I'm a relatively new 3dsmax user (who's used to basic architectural modelling) and I have just started messing around with low/high poly character modelling. I have chosen to model the following character from Green Jelly's "Three Pigs" clip:
http://www.transcendenz.co.uk/pig.bmp
For a start I'm not too sure about the proportions. I'd like this to stay fairly caricatured so how many heads high should the character be? I have started drawing the character as suggested in the Paul Steed book and have made a basic 'lightbulb' head using a lathed NURBS point curve but this gives me a very high poly count just for this base head shape (around 2K) which is unacceptable for low-poly models and probably isn't the right way of going about this regardless of poly-count.
Another thing which bothers me is how to make the low-poly model's head not too spikey. I intend to use this model as the focus of a POP:SandsOfTime style third person chase cam and so I'd like the head to be low-poly but not overly spikey if you see what I mean! (and no I don't intend on doing anything clever along the lines of GPU shaders to enhance detail)
Any tips would be most helpful.
Thanks
Tony
