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Ashe Tie'skar
04-11-2003, 04:34 PM
When i am trying to model a low poly head, should i being useing triangles? - does that go for the body also?

Right now i just have squares... should i being changing it to triangles?

How does everyone keep track of all the verticies and the angle they are going? after awhile i can't keep track of what direction they are all going, heh...

mouj
04-11-2003, 05:18 PM
Howdy !

being no expert, i still can tell you that if you're aiming at low poly for say, gaming environement, you should be using triangles rather than quads, for the simple reason that a quad is made up of 2 tris, so to get approximately the tri count on a quad model you have to double your face count (which is not accurate but gives an idea).

There is something about triangles strips, which is a way to optimize a model made of tris for, say, Opengl environement, i dont quite know how to do it except by exporting to proprietary formats like md2 (which you have to pay to use).

that would apply for the body also.

mouj

Ashe Tie'skar
04-11-2003, 05:31 PM
Great! Thanks for the reply...

one quick question...

What is the technique to useing triangles? some kind of flow or something... or is there one?

Thanks,

Ashe

EricChadwick
04-11-2003, 05:45 PM
There are two basic techniques I use. One is for quads (edge-loops), the other for pure tris (edge-turning).

Edge loops: Digital Sculpture Techniques
http://www.izware.com/news/indexa446.html

Edge loops: Subdivision modeling resource page
http://maxrovat.sns.hu/subdiv/

Edge loops: This guy has some good tips, but the edge loop flow is not optimal for deformation, especially around the lips.
http://www.hippydrome.com/

Edge turning: Poke around in here.
http://www.planetquake.com/polycount/resources/general/modelanim.shtml

I use edge loops as much as possible, then if I am going out to real-time 3d, like games, I convert the quads to triangles (Editable Poly = quads or polys, Editable Mesh = triangles), and start turning edges until the form looks best.

Ashe Tie'skar
04-11-2003, 06:20 PM
Good stuff!

keep it coming please!

Thanks,

Ashe

EricChadwick
04-11-2003, 06:30 PM
I'm going to reply to your private message here, in the spirit that perhaps the info might help someone else too.

You asked about workflow. Many opinions on this, but I work in Editable Poly first, get all the flow issues worked out (edge loops, deformation divisions, material divisions, etc.). Then when I'm ready to apply UVs, I convert to Editable Mesh and turn edges as needed. Then sometimes back to EP for more work, back to EM for turning. When the model is pretty solid, then I work on UVs and materials.

About edge loops, just read those links I posted. Tons of info about why edge loops are worthwhile.

Hope this helps.

Ashe Tie'skar
04-11-2003, 07:59 PM
When you turn edges, is there a pattern to the way the edges are facing? like should all the edges slant towards the middle of the body, or something like that?

EricChadwick
04-11-2003, 08:13 PM
Not really. Some say you should turn edges so that tri-strips will work better (search for it on CGChat).

More importantly the edge should be turned so the silhouette/form of the surface will work best. Some edges produce valleys where instead you want a peak, so you turn the edge there. Here's a visual example (kinda old tho)...

http://www.ericchadwick.com/portfolio/glossary/examples/polygons.html

Ashe Tie'skar
04-11-2003, 08:22 PM
You are a handy person to have around Posm. :)

Thanks again,

Ashe

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