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ojko
10-18-2005, 10:15 AM
I'm currently working on modeling my classmates from Uni. We had photo's taken of one another, so that we could model ourselves for a project. I nicked most of the photo's and decided to start with one of the girls, as up until now i'd only modeling the male figure.

The model is currently 2455 tri's. The UV's are mostly complete, though I still need to unwrap the arms. Other bits and pieces to do, include the alpha's on the hair and dress. The textures are still unfinished, as can clearly be seen. Hopefully the model will be complete in a day or two.


http://img360.imageshack.us/img360/1521/debspreviewtex6jt.th.jpg (http://img360.imageshack.us/my.php?image=debspreviewtex6jt.jpg)

http://img360.imageshack.us/img360/8145/debspreviewwire3so.th.jpg (http://img360.imageshack.us/my.php?image=debspreviewwire3so.jpg)

rob-beddall
10-18-2005, 11:44 AM
hey si!
how's it goin'?
you managed to get a job yet?
i thought i recognised the girl :)
it looks like a really cool model.
anyway, here are my crits. though, not sure i should be critting your work heh :)
here goes. in no particular order.

1. the nose on the model looks a bit too wide compared to the ref photo. ( not sure if this is the actual model or if the texture is making it look too wide.

2. the topology on the body looks a little twisted. not sure why you decided to do it like this but i'm sure there is a good reason. not sure how it would deform through a whole range of motions.

3.you might find you need to add more poly's to the front of the skirt for good deformation. one of my models had a skirt and it was a right bitch to weight properly.

4.i think maybe the neck gets a little too wide at the bottom where it joins the shoulders.

5. hands are looking good.

6.you might need to add more poly's to the feet to allow for scrunching of the toes when running etc. (scrunching=technical term :) heh )

7.the knees might need more poly's

thats about all i have mate.
it's on the way to being a really cool model.
i'm off now to check your website as i noticed you have pics on there of your uni work. i never got to see it as i turned up late for the presentations. :)

cheers!!

ojko
10-18-2005, 12:27 PM
I'm ok, how bout you? I haven't managed to get a job yet, though i've not done a great deal of looking. My summer has been ever so lightly lazy, still i'm trying to get back on track now. :)

Yeah you always where late for the presentations, you even missed the graduation too. And I thought I was bad at getting up in the morning. :)

1. the nose on the model looks a bit too wide compared to the ref photo. ( not sure if this is the actual model or if the texture is making it look too wide.
You're right, I just narrowed the nose and it looks a lot better.

2. the topology on the body looks a little twisted. not sure why you decided to do it like this but i'm sure there is a good reason. not sure how it would deform through a whole range of motions.
How can I put this, "I was playing" when I worked on the mesh. I was trying to experiment, with making the mesh flow a little differently. Because of that it gets a touch confused in some places. Hopefully it will deform reasonably well and if it doesn't, at least i'll know not to do it that way again.

3.you might find you need to add more poly's to the front of the skirt for good deformation. one of my models had a skirt and it was a right bitch to weight properly.
Yeah I know what you mean, I had similar problems with the one guy I modeled for the major project (the one with the spikey shoulder pad). He turned out to be a real git to weight. I got him working ok, but only just.

4.i think maybe the neck gets a little too wide at the bottom where it joins the shoulders.
Yep, right again. I didn't notice her neck had got that thick. :)

5. hands are looking good.
Thanks. I still find them the hardest thing to model though.

6.you might need to add more poly's to the feet to allow for scrunching of the toes when running etc. (scrunching=technical term heh)
Hmmm, I think an extra line just around the toe should do it.

7.the knees might need more poly's
I was thinking about that earlier, I couldn't decide whether or not to leave it and see what happens. Or cut another line in.

rob-beddall
10-18-2005, 12:36 PM
hey!!

yep, things are ok i guess.
got a temp job as a CAD operator. They pay me crazy amounts of money to COPY>PASTE all day. still, if they've got money to burn....:)
had an interview with KUJU which i'm still waiting to hear from.
got rejected by loads of companies. (even BLITZ. pah!)
I missed the graduation coz i wasn't allowed to go :(
i still owe the uni £money£

i'll keep an eye on this post as i'm interested to see how it turns out?
who else are you thinking of modelling from uni? or is this just a one off?

cheers!!

ojko
10-18-2005, 12:44 PM
That sucks not being allowed to go to the graduation. :(

I've got photo's of nearly everyone, yourself included. So i'll probably take a stab at them all, i've actually started on Ryan. So far i've only got his head done.

So is the CAD job interesting, because it sounds a bit dull if all you have to do all day is copy & paste?

Btw, I just noticed you're from Dudley. I was born there too! :)

rob-beddall
10-18-2005, 01:00 PM
hey!!

cool man! can't wait to see your versions of everyone.

the CAD job is utterly crap. It bores the pants of ya. i spend quite a lot of time just looking on the internet (as i am now :) ). i'd quit but it's £11.50 an hour. ( i think they are paying me way over the odds)
it's not even good CAD. i just copy>paste symbols onto building layouts. YAY!

oh well, betta get back to the copy>paste copy>paste copy>paste copy>paste

cheers!!

adam-crockett
10-18-2005, 06:15 PM
Trust me, you are going to want more polys everywhere there is a bending joint. Your poly layout is not going to be fun to weight. I would say start weighting it to a skeleton and bending it around, and you will see where it needs more. Its not that this layout wouldn't work at all, but when you are weighting in a production environment you need things to go quickly. Nicely layed out edge loops go a long way towards quick mesh weighting and smooth character deformation.

Nice sculpt though. She's cute.

Jol
10-19-2005, 11:45 AM
Hi Si,

Nice start, the photographic textures appear to be working well. Rob, generally agree with all your points. Kind of agree with Adam that the flow lines look a little 'unusuall', the work flow of doing some test weighting early on is spot on in my opinion.

Rob sounds like you are making more in CAD then I started on in the games industry :-/

Hope to see more stuff

Jol

ojko
11-07-2005, 11:25 AM
Here are a few more screens of three of my classmates. The models are complete, but the textures are not. In fact all three still require a large amount of texture work before they will be complete.

I could finish them off one at a time, but for some reason I like to work on multiple models at once...

Cat

This one is almost complete, only needs some minor work on the head plus hair alpha's.

http://img477.imageshack.us/img477/9258/catbodytex3mm.th.jpg (http://img477.imageshack.us/my.php?image=catbodytex3mm.jpg)

http://img477.imageshack.us/img477/8333/catbodywire6fc.th.jpg (http://img477.imageshack.us/my.php?image=catbodywire6fc.jpg)

http://img477.imageshack.us/img477/3152/catheadwire7oz.th.jpg (http://img477.imageshack.us/my.php?image=catheadwire7oz.jpg)

Martin

Needs texturing. :)

http://img477.imageshack.us/img477/1892/martinbodywire9hu.th.jpg (http://img477.imageshack.us/my.php?image=martinbodywire9hu.jpg)

http://img477.imageshack.us/img477/9317/martinheadwire6qe.th.jpg (http://img477.imageshack.us/my.php?image=martinheadwire6qe.jpg)

Ryan

Partial texture, requires alpha's for the beard and glasses.

http://img477.imageshack.us/img477/2769/ryanbodywire2ju.th.jpg (http://img477.imageshack.us/my.php?image=ryanbodywire2ju.jpg)

http://img477.imageshack.us/img477/7917/ryanheadwire3tg.th.jpg (http://img477.imageshack.us/my.php?image=ryanheadwire3tg.jpg)

http://img477.imageshack.us/img477/4799/ryanroughtex1af.th.jpg (http://img477.imageshack.us/my.php?image=ryanroughtex1af.jpg)

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