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Spig
01-25-2003, 03:56 AM
I'll understand if you don't want to help, if I screwed around for long enough I could probably figure it out but it would be just enough to make it look right, it wouldn't actually be correct.

http://vsgraphics.hypermart.net/wire.jpg

Okie doke, so you see I made eye holes....and I was happy about that, but my problem is currently the nose. soon after that it will be the mouth, then ears. Then the fun details of adding eyelids which I have no clue. This of course is my first attempt at modelling anything that even remotely resembles a "thing"

If you could help by suggesting places to add points or what have you. Anything you can do would help out so much.

WhiteRabbitObj
01-25-2003, 04:27 AM
Ok, my preferable method of modelling is this:

Get a drawing or picture of your subject in both full front and full side view. Scan them in and texture them on semi-transparent planes. Now, start using the Create Polygon, Extrude Edge, and Append to Polygon tools to draw onto the face.

Use only the orthographic front tools to start. First, draw a polygon around the eye socket, then draw a polygon around the mouth. Start extruding the edges out into concentric rings, use snap to grid to make sure your UVs stay on one half of the grid (model from the origin and only work on half the face, you will mirror it later). The best thing to do is to find a couple images of the muscular structure of the face and then you need to model to that in order to keep good geometry to animate.

Use the append to polygon tool in order to start drawing new polys in the fashion you need. Once you get a reasonable front view you can go into the side view and start pulling geometry back to try and approximate the depth. Then you can take all the outside edges and start extruding them back. Also, try to keep four sided faces at all times, I noticed in your model you had at least two 5 sided and probably many more in fact. It can be challenging to keep four sided faces but it can be done with some thought.

This the method I only recently learned and I love it, I don't intend to start modeling from primitive shapes ever again (in polys of course, nurbs is another story). I think this mini-tutorial is probably fairly hard to follow because it is so short and its not that easy of a concept to grasp without seeing it done. However, if anyone else has a good link to a tutorial on this method, please post it so our friend here can check it out.

Good luck!

Spig
01-25-2003, 07:16 AM
Well you get a 10 for effort, i'm not yet familar enough with the program to know what snap to grid and what have you is, i'll have to look all through the program to find it. I'm sure that the method you suggested will be useful later on, but as of right now, it's just knowledge that I can't apply. and you were spot on with the confusion thing, i'm lil' bit lost. and i'm so used to know what i'm doing that when i take on a new program, dont really care for this feeling. Thanks for the help though.

blindleader
01-25-2003, 11:32 AM
here's a little bit of advice,

don't try to get meshsmooth to do all the work for you. Your base mesh is way too simple. Try to model your base mesh with more detail so even without meshsmooth on it is still recognisable as the same object. This will also let you get away with a lower iteration.

You have a good start there. I too know that feeling when jumping into a new program, but with 3D stuff although all these programs may look completely different the principles are the same. It is the principles you need to grasp in this early stage, from there it will make learning any 3D program much easier.

:)

Spig
01-25-2003, 06:33 PM
Thanks, i'll keep this updated if I figure out how I should do it. Unless I get to the point I am now and I Don't figure a way out, then i'll just throw it away and go watch porn or something constructive.

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