PDA

View Full Version : Total noobage: 1st 3D Character


morphine
08-04-2005, 12:37 AM
UPDATE: AUG 11th

I finally did the head, and also decided to make him tougher this time.
I worked everywhere, but maybe there's still a problem on the shoulders I didn't see, that probably arised when I was "inflating" him.

I'm really not sure about the loops on the head.
My next step will be rigging him.

C&C anyone?
http://www.morphinemedia.com/tcc/fullbody_tough_01.gif
http://www.morphinemedia.com/tcc/fullbody_tough_02.gifhttp://www.morphinemedia.com/tcc/fullbody_tough_03.gif

A head shot... it looks really odd without the wireframe highlight.
http://www.morphinemedia.com/tcc/fullbody_tough_face_01.gif

Here you can see the difference from the previous version:

http://www.morphinemedia.com/tcc/fullbody_tough_difference_0.gif


Past images:
http://www.morphinemedia.com/tcc/fullbody_bastardsword3.gif
http://www.morphinemedia.com/tcc/fullbody_bastardsword4.gif

http://www.morphinemedia.com/tcc/fullbody_2.gif

heavyness
08-04-2005, 12:43 AM
looks damn good [is this your first character?]

i see some problems, but nothing some re-building wont fix. the butt has a mjor problem [all edges leading to one vert]

keep it up.

Gaboon
08-04-2005, 02:18 AM
Uh, I think he means to say it looks damn good. Very impressive. What is this Loomis book? I'd like to check it out.

-KDX-
08-04-2005, 03:20 AM
well so far your first character model looks better than my latest one! lol, good job. A lot of talent it seems, stay persistent!! =)

-KDX-

AdamAtomic
08-04-2005, 05:33 AM
if this is noobage i am excited to see what you come up with next :) great looking mesh! and i am a big fan of the loomis books too, they have some great, easy to remember rules about anatomy and posture.

Saramago
08-04-2005, 07:22 AM
In general the mesh is looking sweet. Just a few points although they are all subjective.

While it is a nice anatomical model. If you are going to take this through to animation then you will need to adjust the cuts and flow around the joints to get good deformation.

I think you should straighten the joint below the chest.

lastly there are quite a few edges that should be turned, this will round of the mesh.
good work.

WHW
08-04-2005, 07:39 AM
Heeeey, I did wonder if it was based off the Loomis standard male sheet before I read your comments ;)

Mesh looks good, but a few wasted polys here and there especially above the "crack" of the backside is worth reducing. As suggested by Kole, add more edges to the bumcheeks so you're not having all edges meet at one point (it's bad for deformation at any rate) and the same applies to the armpit.

Keep crackin'...

Jake[BE]
08-04-2005, 10:40 AM
Uh, I think he means to say it looks damn good. Very impressive. What is this Loomis book? I'd like to check it out.

http://www.saveloomis.org (http://www.saveloomis.org)
The best part is that it's free ^^

And it looks great idd :]

SHEPEIRO
08-04-2005, 03:45 PM
i agree with srarmago.
the arms are a wee bit sharpe too pos rounding needed

morphine
08-04-2005, 04:56 PM
Thank you for your fast replies!
This model is expected to be the basis for one or more models I got to build for my college by the end of the semester. It (or they) will most probably end up being animated so it's of utmost importance if you can give me feedback on deformation as you are already doing, thank you a lot for that.
I don't know anybody that does lowpoly so the only feedback I can get is thru CGTalk.

Actually some guy just told me that the collapsing lines may cause the vertices to "explode" once the character is animated.

Kole, Saramago, WHW, SHEPEIRO: I see the problem with the verts on the side of the butt, but I'm not sure right now on how to fix it... I wanted to ad a depression there (because that's one of the main differences on the male model from the female model, besides muscle structure in general), but can I get that with some horizontal loops? I'm not sure, but I'll undoubtly try.

I'm just starting so I really don't know yet what would be a good setup for joint deformation... I think that there might be some problems on the elbows too (which you can't see all too well from the shots)

SHEPEIRO: How can I do that? Do I add more polygons or do I soften the edges..?

This model may end up having 5000+ tris, so adding a thousand more at this point may not be a problem... I am trying to be economic though.

Gaboon, KDX, Adam, Jake: Yeah, Loomis is great, and I'm sure it's a widely recommended reading for 2D and 3D artists alike.
That Game Character Development with Maya has also unvaluable content specially for beginners like meeself. :)

Thank you again~!

Swizzle
08-04-2005, 09:11 PM
I see the problem with the verts on the side of the butt, but I'm not sure right now on how to fix it... I wanted to ad a depression there (because that's one of the main differences on the male model from the female model, besides muscle structure in general), but can I get that with some horizontal loops? I'm not sure, but I'll undoubtly try.Well, you could try something along these lines and still get good butt dimpleage:
http://i2.photobucket.com/albums/y29/xkostolny/buttlines.jpg
That was just a quick 5 minute Photoshop job, so I'm sure even better topology could be achieved while retaining nice hiney shapes.

Oh, I mustn't forget this: As everyone else has said, it looks excellent!

morphine
08-05-2005, 07:16 AM
Yay! Hands!
(maybe I should've posted a close up on them...)

Sizzle: Thank you for taking your time with it.
I've been messing around with this mesh the whole day (damn, I'm slow) and worked around the butt. But I might have messed it up.
Areas I tweaked are basically the elbow, the back, the chest... added a "line" on the top abs (separating them from the cage a bit, but it probably could be discarded), feet and toes, knees... and I guess that's mostly it.

Would these knees work alright on animation?

Saramago
08-05-2005, 08:22 AM
There are some terrible things happening around the shoulder. Lots of edges leading to a single point. You need to get a nice flow of loops that define the joint. Maybe you should be comparing your model to other meshes at this stage rather than Loomis. (No disrespect to the legend of Loomis) Also try to be more econmical with you cuts. If you can turn an edge to get the same effect always do that first. More polys is not the answer to getting good form.

morphine
08-05-2005, 11:20 AM
Saramago:
I worked on those areas and tried not to make those edges come together to a single vert., but I still don't get what should be a good placement for them.
I tried the following (redoing the loops, taking them away from the armpit, lowering the depth of the armpit), could you tell me if I'm on the right path?

http://www.morphinemedia.com/tcc/shoulder_01.gif

http://www.morphinemedia.com/tcc/arm_01.gif

I also reduced some edges on the hips:
http://www.morphinemedia.com/tcc/butt_01.gif

Saramago
08-05-2005, 01:37 PM
Its hard to tell for sure but maybe something more like this.

http://img229.imageshack.us/img229/4913/untitled11os.gif (http://imageshack.us/)

got to get lunch now will look at the arm later

but is much better

AdamAtomic
08-05-2005, 03:12 PM
Actually I have to disagree a bit, I don't think that changing the shoulder to make vertical loops will necessarily help. On simple skeletons that don't support painted or variable bone weights that will probably not deform particularly well. The main technical reason you want to avoid fans (where tris all come to a single point) is because they won't strip nicely if your game engine supports some sort of automatic tri-strip generation (like Renderware, etc). Visually they are not always the most appealing, but they are a valid compromise when you are working with low poly characters. On characters under 1000 tris I almost always have fans on the armpit like that, so that the arm can bend in even on a simple skeleton without crushing or pinching the pecs.

Now, that said, if you want to improve the flow around the shoulder still (and you have enough tris to do it), I would work on getting the pectoral muscle to flow up into the bottom edge of the deltoid. That is a great way to maintain the correct physical anatomy and preserve mostly orderly and friendly edge loops.

morphine
08-05-2005, 11:34 PM
Thank you for your replies, Adam and Saramago.
I'll try to remodel that area later today. I actually changed it a bit more since I posted here, but nothing significantly... What I did, in fact, through a lot of trial and error was a beauty render:

http://www.morphinemedia.com/tcc/body_beautyrender03.jpg

I couldn't figure out though how to export a turntable on Maya. I could only save a .MA file and a preview using the Playblast...
But anyway this thread is about modelling, so I'll try to focus on that.

Sometimes I think I'm trying to put the horses in front of the cart.:D

morphine
08-11-2005, 08:59 AM
Updated. Now he's a bit tougher.

morphine
08-12-2005, 06:53 AM
Worked some more on the traps area:

http://www.morphinemedia.com/tcc/body_06_frontside.gif

http://www.morphinemedia.com/tcc/body_07_persp.gif

Next step will be to open his mouth, do the teeth (tongue maybe?) and eyes, then hair.
I tried to make up his skeleton, but oh man, that was a pain.
Just did the skeleton, not rigged him yet.
The area around the ear gets a bit fukked up on the render and I really don't know why.:shrug:

As for the head, should I try to do more horizontal loops instead of curvey ones?
I don't know if that would be of any problem because the top of the head is not going to have any deformations...

morphine
08-14-2005, 10:18 AM
I gave it a try at ZBrush, an app I've been trying to tame as of late.
Just a test for a future normal map.

http://www.morphinemedia.com/tcc/body_zbrush.jpg

CGTalk Moderation
08-14-2005, 10:18 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.