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Swizzle
05-06-2006, 01:38 AM
So I've decided that I finally want to model the guy in my avatar and I have the skill to. Yes, I seem to have a tendency to not finish the things I start, but this is actually coming along nicely. I've never modeled a charecter with any more than ~300 polygons, so this was and continues to be interesting.

Old concept images:
http://i2.photobucket.com/albums/y29/xkostolny/shootin.jpg
http://i2.photobucket.com/albums/y29/xkostolny/guns.jpg

The model in its current state:
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteproject/mrwhiteweb1.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteproject/mrwhiteweb2.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteproject/mrwhiteweb3.jpghttp://i2.photobucket.com/albums/y29/xkostolny/mrwhiteproject/mrwhiteweb4.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteproject/mrwhiteweb5.jpg

And the hands, because I always have a hard time with them and others do too. Good, bad, meh?
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteproject/mrwhiteweb6.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteproject/mrwhiteweb7.jpg

He's currently at 905 polygons and I don't expect that number to change much. I'll be optimizing his head and giving him a few accessories like... eyebrows. :D As for texturing, I plan on doing something like this (http://forums.cgsociety.org/showpost.php?p=3464184&postcount=143), only a little more monochrome. I don't think I'll be normal mapping at all.

Any suggestions or other stuff would be wonderful.

ill_logic
05-06-2006, 01:59 AM
are the hands modeled that way? they look good, but modeled like that seems as though it'd be a bitch to rig properly. people usually model them fully extended in order to keep the verts of each fingers further away from one another so they bind to the bones easily. and do you really need the back of the head or around the mouth to have that many edge rows? it looks like you have a boatload but they're not really holding that much shape. just pointing those things out. it looks as though it has plent of potential though! keep at it. if that's what you had in mind for the textures, i can't wait to see how that turns out.

-J

XepptizZ
05-06-2006, 02:05 AM
Overal I'd say it looks nicely distributed, assuming face-close-ups are going to be made.

I do agree on the hands however.

Psyk0
05-06-2006, 06:31 AM
I realize that your character is stylized and doesnt need 100% accurate anatomy but here are some suggestions:

-I agree, the back and top of the head could be optimized.

-Smoother crotch.

-The top edge of the knee should be brought up in front view (or else the knee will look very sharp when bent) and add an edge in the middle.

-Middle finger is too big compared to others (its usually the longest but not a big difference in thickness).

-The thumb is missing a joint at the end (thumb also has 3 bones...palm-middle-tip)

-In 4th image, the forearm appears broken.

It's true that rigging or unwrapping a hand in that position is more work, but personally i prefer to have a relaxed hand that looks good before rigging. Getting it in a flat position should be no problem after it's weighted.

Plus when modeling for a game character, i know the hand will be fine in default pose.

Swizzle
05-06-2006, 06:44 PM
Thanks for the replies, guys!

ill_logic: Yep, the hands are modeled that way. I was considering just what I should do with them, so I modeled them in this pose and decided I'd worry about them later. I'm definitely going to put them in a more open position, though it seems like hands that are modeled in a full flat position always look weird when they're deformed.
About the head--well, it was and continues to be a bitch. I know I need to get rid of a bunch of edgeloops and I seriously need to kill a bunch of stuff on top of the head; it's all just too excessive. I think this head was probably harder to build than ones I've done that had eyes, ears and a nose, just because the general shape and proportions are the only things that actually make it look like a head. No features=nightmare!

XepptizZ: Thanks, and I agree on the hands as well. :)

Psyk0: Thanks for all the suggestions, they're all very helpful.

Ok, so should I model his eyebrows separate from his head like they are in a lot of my drawings of him, or should I just paint them on? I like the idea of having eyebrows that kind of float but also affect the geometry behind them on the forehead.

Psyk0
05-06-2006, 06:59 PM
I would probably have modeled them in. On the other hand, since he has no face features, detached geometry might offer a lot more freedom for extreme expressions.

Swizzle
05-07-2006, 10:30 PM
I would probably have modeled them in. On the other hand, since he has no face features, detached geometry might offer a lot more freedom for extreme expressions.Hmm, true. I plan on modeling the inside of the mouth as well so I can get some really good toothy grins. We'll see how that turns out.

typhus22
05-08-2006, 06:32 AM
why not use alphas for the teeth?

SHEPEIRO
05-08-2006, 09:27 AM
looking cool, would like to see more shape to them there legs they are very boxy compared to concepts. add some ripple

Swizzle
05-08-2006, 08:16 PM
typhus22: Well, I really want to model the inside of his mouth and make his teeth solid shapes because his mouth plays such a large part in his expressions. Since he has no eyes, the thing you're probably going to be looking at most is his mouth. Since it's going to be looked at a lot, it should be fairly detailed. I think I'm going to to big blocky teeth like in this picture. (http://i2.photobucket.com/albums/y29/xkostolny/Daily%20sketches/firey.jpg)

SHEPEIRO: I'm definitely going to add some wrinkles and stuff--not only to his pants, but his shirt as well. If you noticed, there's no mirror line down the center of his shirt; this is because I want it to be asymmetrical to provide as much interest as possible with the limited pallette and fairly plain model I'll have at the end.

I'll have updates soon with some nice wrinklies, and I'm also going to stretch him out a bit more so he's nice and skinny. :)

F3D
05-08-2006, 10:49 PM
people usually model them fully extended

I tend to model my fingers a tad like what Swizzle did. not that extreme, but a bit - to get some feel into them. especially since I've seen some horror examples of fingers fully extended at my school, which has totally alianated me from ever modelling fully extended fingers ever again!

Swizzle, I'd tell you to keep the fingers like that..to some extent. Pull them back a bit, but still to have them bent a bit, since what the fingers do in animation is open up and close, so you might aswell have them halfway closed to get the least mofication of verts, and hopefully avoid intersecting verts more than if the fingers were further apart.

CGmonkey
05-09-2006, 03:19 AM
I tend to model my fingers a tad like what Swizzle did. not that extreme, but a bit - to get some feel into them. especially since I've seen some horror examples of fingers fully extended at my school, which has totally alianated me from ever modelling fully extended fingers ever again!

Swizzle, I'd tell you to keep the fingers like that..to some extent. Pull them back a bit, but still to have them bent a bit, since what the fingers do in animation is open up and close, so you might aswell have them halfway closed to get the least mofication of verts, and hopefully avoid intersecting verts more than if the fingers were further apart.

I tend to agree. While fully extend fingers will offer a better base for rigging and skinning - it doesn't weigh up.

Swizzle
05-10-2006, 09:17 PM
Okey dokey how about an update?

The poly count's jumped to 1167 because I modeled some folds in his clothes and also the inside of his mouth. I was fairly generous with the number of polygons inside his mouth and the general detail level because I want to be able to do some very extreme expressions involving teeth, tongue, etc.

Since I've modeled in some folds in his clothing, I've also been playing around with smoothing groups.

Enjoy and critique or criticize or whatever.

http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteweb8.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteweb9.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteweb10.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteweb11.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteweb12.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteweb13.jpg
http://i2.photobucket.com/albums/y29/xkostolny/mrwhiteweb14.jpg

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