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cman2k
05-15-2005, 04:46 AM
Mr. Jacobs here is a character I modeled recently. I"m still new to character modeling, and i know i have some geometry problems, so any tips/tricks/ideas towards improving this guy would be greatly appreciated.

http://vertexninjas.com/cman/jacobs_beta.jpg

he's currently weighing at 5300 tris, which is way too high for the amount of detail i have, i know. any suggestions?

ninjacore
05-15-2005, 03:28 PM
at first glance hes a cool looking character. But looking at the wire you have a like a billion polys not doing anything. this character could easily be half the poly amount it is right now.

The hands, lower leg, jaw area, beard, edges running from the mouth and nose could all be greatly reduced. Theres also a bunch of areas like the side of the skull which could do with a few vertice welds.

Best advice is to watch a few tutorial videos (polycount.com has a good timelapse of a full character being built from scratch) and some of the stuff here.

guess u are using 3D max?. well heres a tip. if you have to loose edge loops (lines that go all the way round something like a finger or arm) theres a really easy way to get rid of em. select one edge of the loop u want to loose, Press the Loop Button (in modifier panel under the sub object selection icons.
it will auto select that loop. Hit control and press the vertice icon. it selects the verts. now press the edge icon again, Your loop is reselected. Hit remove (in edit geometry). now press vertice icon, your verts are reselected. hit remove.

thats like the quickest way to remove details and still maintain a solid mesh. i use that little trick a shit load. and target weld vertices too.

REMEMBER - Make Every Poly Count. make sure every peice of your mesh is doing something usefull.

cman2k
05-15-2005, 05:59 PM
thanks for the advice ninjacore, i tried to concentrate on the areas you talked about and clean them up as best i could. here's what i have so far.

http://vertexninjas.com/cman/jacobs_beta2.jpg

as you can see I was able to clean up the face and hands quite a bit, but i'm sure there's still a lot i could do here.... any other suggestions guys? I have to unwrap this guy soon so the more geometry fixing i can get in now the better. :)

djkaneda
05-15-2005, 06:42 PM
he's commin along nicely, topology is gettin much better as you're workin on it. couple quick things though.

take a look at his elbows, right at the joint. you still got that crazy sphere action goin on there, and you really need to take care of that. check out this animated gif by poopinmymouth, it's basically how you need to fix em :). http://www.poopinmymouth.com/process/tips/limb_deformations.gif same thing goes for the knees

also need to make the mouth flow a lot better. ie. all that detail in the mouth needs to flow more in big loops, take a look at muscular layouts of a face and you'll see what i mean. the loops should follow along those same arches that your muscles in your face do.

keep it commin man this is gettin good :)

cman2k
05-15-2005, 09:20 PM
i know about facial loops, and when i first started on the face i tried to use them. i just found it very difficult to incorporate them into such a strangely shaped face. there are no eyes (just the floating glasses, and the lips are so far from everything else. its just really different than a normal face, so i'm having trouble emulating the other faces i have looked at (as far as face loops go).

as for elbows and knees, they shouldn't be too hard to fix. thanks for that reference.

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