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PolygonGoon
05-30-2006, 06:29 PM
I have scrapped this, and moved to another project, a human character. i have started fresh and its already looking way better.

link to new thread:


http://forums.cgsociety.org/showthread.php?t=364194

thanks so much!

-Mark-

PS Mods Delete this thread if you wish

thondal
05-30-2006, 06:33 PM
hm.. well... it looks a bit strange.. offcourse if this is your first character ever, then it could be worse... I'm not good at animating stuff, but I think if the rest of the body looks like that, then mabye you'll get some problems... don't know why,what and where, but I think there will be some problems... anyhow... i'm no pro, so there's not really much i could tell you.. maybe a bit too much detail around the nose...well, really much detail...


good luck;)

-thondal-

PolygonGoon
05-30-2006, 06:47 PM
Yea, ok i took the edge loop out of the middle of the nose, and it looks more skin like now, not so ridgid. I have to remeber "Less is best"!! especially that i am Poly modeling.

Keep em comming, i Want to learn!!

:D

foreverendering
05-30-2006, 06:52 PM
2 problems that I can spot initially :

1) Ideally you would want your geometry to be comprised completely of quads (squares). You have a lot of triangles and pentagons in your mesh right now, and those kinds of polys keep you from getting clean edge-flow running around the contours of your model.

2) Another thing that is good to do is to maintain even spacing between the edges of your model. Your edges space out and compress at odd places... This can lead to jagginess / a lack of roundness, or to pincing and wierd shading issues where it's too close.

Another tip... It's good to view your model from the front/side orthographic views but also view it from every angle imaginable in the perspective view. Each edge that you create forms the contour of your mesh from a specific angle, so make sure that they flow & round out nicely.

Lastly I think it is always better to start simpler and block out good proportions, and only once that is looking good to move forward with the detail.

Good luck,

PolygonGoon
05-30-2006, 07:23 PM
ok thanks. Faces are hard, i can model like non organic stuff very well, but when it comes to organics, its hard for me; obviously.

ill give it another shot. thx for your comments :D

codexdelux
05-30-2006, 08:00 PM
Try using a human face as reference Front and back.

other than that if you go to http://www.secondreality.ch/ (http://www.secondreality.ch/) they have some real good organic modeling tutorials. the face one taught me alot. and it gives you correct edgeloops. so that later you can animate the face correctly (get used to modeling like that fast) ideally the edge loops should surround the mouth and eyes and nose in cricles so that the resemble the facial muscles.

PolygonGoon
05-30-2006, 08:05 PM
ok yea, thats what im trying, but its just not going my way haha. thx alot for the link, i was looking for some good tuts on facial modeling. Thx alot.

im getting more and more excited as these crits come in.

Thanks a mill ;)

Dave Black
05-30-2006, 08:33 PM
My video might help:

http://www.3dzealot.com/

-Dave

PolygonGoon
05-30-2006, 08:34 PM
ok so i have deleted abunch of edges and edge loops, and tried routing them again, to get more edge looping around the mouth and all in all a cleaner mesh..

C&C please!

http://img75.imageshack.us/img75/2233/picture30zu.png

PS. thx for the vid dave. Downloading it now.

unknowngod430
05-30-2006, 10:08 PM
your mesh is cleaner however you need to look at facial structure / proportions and that'll help you out

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