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View Full Version : Dwarf Miner - WIP - Advice/Crit wanted


Hezza
11-09-2005, 10:12 AM
Hi there,

Here is my new character project, i was reading some Terry Pratchett and throught it'd be fun to make a dwarf character.

Currently modelling in Maya with the aim to take it into Zbrush soon for displacement/bump mapping.

Was just looking for some pointers and advice, can any of you spot any glaringly obvious problems, proportions etc? I'm hoping to rig and animate him so mesh topology is important, i was trying to keep him all quad but looking over other posts on the forum it seems plently of people use triangles which has kind of answered one of my questions.

As long as it subdivides alright then they shouldn't be a problem? Its only 5/6/7.... sided polys that will cause problems?

Also, how do i embed the pictures in this post and not just link to them?

Cheers
Hez

http://www.hezza.nildram.co.uk/other/DwarfWIP11.jpg

http://www.hezza.nildram.co.uk/other/DwarfWIP10.jpg

http://www.hezza.nildram.co.uk/other/Beard_Test.jpg

BiGMaCHiNe
11-09-2005, 12:42 PM
I like him. good character and good design. I worry only that the topology will not make for easy animation. Areas around the shoulder for example should flow a little differently.
There is lots of good reference on this site, sorry i cannot b specific. But i really like him none the less.

Hezza
11-09-2005, 05:55 PM
Yeah the shoulder area was all wrong, the head wasn't attached so i just blocked it out with out much consideration of topology.

But now i've tried to attach the head my problems have started :)

I tried correcting the flow of the polys, so they sweep up off the chest and over the shoulder, as in the catman thread by 3Dmind, but have run into several issues. At first it was that i had too many edges on the head compared to the body, but now i've ended up with too many edges leading up to the head, so instead of running more lines all the way up and over the head i've tried to divert them round, but its all going abit wrong and i've lost my way.

Any help is much appreciated, paint overs or if anyone knows a good guide that would be great. I think it would have been easier to model good topology to start with than try to correct bad topology :( oh well, we live and learn

Going to cook some dinner and come back to this later

Hez

http://www.hezza.nildram.co.uk/other/Shoulder1.jpg

http://www.hezza.nildram.co.uk/other/Shoulder2.jpg

http://www.hezza.nildram.co.uk/other/DwarfWIP12.jpg

Hezza
11-09-2005, 08:19 PM
Some things seem to make more sense when you've had a break and some hot food :)

Still not perfect, got a couple of triangles under the arm but they divide alright, the shoulder's lost lots of its shape but i'm just trying to get the topology right for now.

I'm not too happy with the 4 sided triangle-looking poly just in from the shoulder but can't get rid of it without running another edge to the chest or up the head, don't think its doing any harm there tho :|

http://www.hezza.nildram.co.uk/other/Shoulder3.jpg

http://www.hezza.nildram.co.uk/other/Shoulder4.jpg

Think i'm ready to call it a day, didn't get all the maya modelling out the way today but nearly. Hopefully tomorrow it will all be done and ready to unwrap and start detailing in Zbrush.

Anyhow, time to blow some stuff up in bf2


Hez

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