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dave_baer
02-14-2002, 01:07 PM
Hey guys. This probably isn't the place for this question, but seeing as how most (or maybe all) of you use polys to build your characters, I thought maybe my question would best be answered here. Anyway, my question is, when you begin your character, what do you start it out as... cube, sphere, or cylinder?

Also, do you know of any good poly builing tutorials out there that show a step-by-step process?

Thanks to all that answer. :)

Raul-Reznek
02-14-2002, 03:21 PM
I usually make the head from splines once it's done I turn it to editable mesh and then I make the body with Subdivision modeling - low poly/high poly.

THIS is a good tut that will easy learn u patch modelling.
http://www.comet-cartoons.com/toons/3ddocs/facialmodeling/modeling.html

This is a good Subdiv. tut.
http://www.comet-cartoons.com/toons/3ddocs/bodymodeling/index.html
I hope it helps.

leigh
02-14-2002, 04:14 PM
I usually don't start from any of those.
I'm very old school - I like to model polygon by polygon.
I model with Lightwave, and I start by placing points down, and then selecting them, use the Extender tool to clone the points, thus forming 4-sided polys. Then I tweak the points, use Extender again, and so on and so forth.
I switch constantly between polygon and subdivision modes to make sure the thing looks right (often when you get non-planar polygons it looks like a huge f@#k-up, but obviously they work as subdivision surfaces).
And eventually I have an entire body / head / hand / whatever.

JacquesD
02-14-2002, 04:33 PM
That would be good to know what modeler you use first before wee can help you finding solutions.
I use LightWave which is for me really good for organic modeling but every character I did was done using different techniques.
I think that you should try the one that suits the best.

xynaria
02-14-2002, 04:37 PM
The method Leigh desciribes is a good way of easing you into polymodelling so you can see why you are creating each poly, though if you are using Max it's tricky as you have to create a box and delete/hide it before you can create the vertices and then you have to create each face by hand. My preferred preference is to start with a box with a minimum amount of segments judged by what I am making.. If you are using Lightwave and haven't visited already go to Flay.com.. good tutorials. The 2videos you can d/l for Mesh Tools (http://www.s21net.com/meshtools/) are worth looking at as is www3dbuzz.com. for tuts for all programmes. You also might want to check out http://spazioweb.inwind.it/margiammy/ which contains Martin-K's tutorial videos. :)

chrislomaka
02-14-2002, 05:50 PM
it all depends on what you're doing. different projects call for different methods...

if i'm doing something really complex or where proportions are crutial, i try to block it out in primitives (cubes) first; but i only use that as a background template for my real work... (see my earlier post call 'emotional content' to see what i mean)

sometimes i build the model out of primitives, then slice it into cross-sections, and skin the cross-sections into one continuous skin. but i've had problems with that...

lots of time i start with a box, and use the knife tool to divide it, and the extrude/bevel/extender to add onto it.

sometimes a lathe with a low number of segments (like 4) seems to be more appropriate...

oh, and i have a link to a tutorial i found to be good:
http://creativedigital.bizhosting.com/index.html

dave_baer
02-15-2002, 09:02 PM
Wow, great replies guys, thanks a lot.

Ripper: I'm using MAYA. I'm able to creat a rough model using NURBS then converting it to POLYS. But I watch all these great models from the people on this forum starting out as POLYS and I try it myself only to have it not turn out like I plan. For instance, I tried to model an arm but it only looks like a weird, lumpy log when I smooth it. How far do you push/pull things (i.e. - musculature) to know you have the right form? I see rough models that look jagged as hell, but then the smoothed version looks perfect.

I guess Leigh's method of poly/sub-d switching would be a good idea, but I always look for the fast way to do things.

Raul: Those are both great tutorials... for MAX users. However, the images alone give me enough reference to be able to work out a model using POLYs. I can follow along with th text pretty much following the same methods and interpreting them using MAYA.

Well, keep them coming. I always like to hear about other methods people use.

Thanks again!

:D

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