View Full Version : First attempt at modeling in C4D
smoke 04-30-2003, 10:06 PM This is my first attempt at modeling a realistic head and also first time using poly-modeling. I'm used to Rhino's NURBs but I really find myself liking the hyper-nurbs of Cinema. The editing ablity for this is much easier here and adding things is alot easier too.
I hope to go on to model a body as well...
Comments, tips, suggestions, hiku always welcome.
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Brucie Rosch
04-30-2003, 10:33 PM
looks like a good start to me!
smoke
04-30-2003, 11:12 PM
Thanks!!! So far so good, i'm worried about doing the lips and mouth, but only thing I can do is try it and see how it goes...
smoke
04-30-2003, 11:24 PM
small update
Brucie Rosch
05-01-2003, 03:00 AM
deleted duplicate post, sorry!
that is looking really good one thing that I have noticed is that you might be using way way to many polys however I can't tell.
can you post a unsmooothed wire so we can see it.
any way thats a great looking nose.
Brucie Rosch
05-01-2003, 03:00 AM
but only thing I can do is try it and see how it goes...
yep. as someone wiser than me in 3D said, "you have to do it and be willing to re-do it and re-do it again" or something like that! it's good advice (I have to remind myself again when I get frustrated with my work... ok, that's daily:) )
Artiztick
05-01-2003, 12:27 PM
It looks pretty okay so far!
I agree, It looks like your useing ALLOT of polys and your finding it hard to handel them and keep them in the right place.
try following this tutorial http://www.creativecow.net/articles...d_ee/index.html
When i first followed it i got good results!
Keep us posted on how you et on mate ;) Dont give up
smoke
05-01-2003, 01:17 PM
I was getting the feeling that I used too many points. Yeah its getting kind of hard to control aroung the nose area.
Holy smoke,Smoke! That´s way to many polys. You´ll get frustrated by them in a short while - go here ->
http://www.cgtalk.com/showthread.php?s=&threadid=38469
exellent thread about topology.
yeah some how I knew that there were too many polys.
anyway here is a very ugly looking but almost passible nose mesh I cooked up in about 5 minutes.
try to keep your meshs light as possible.
smoke
05-01-2003, 06:07 PM
Is it too late for this model? Should I just start over?
Artiztick
05-01-2003, 06:39 PM
I think you should start over since there are just WAY to many polys!
Dont worry, once you start useing as little polys as possioble, you will get that area done with ALLOT quicker
For your own sake, start it over. This attempt will just get you frustrated. Try to avoid tris - they´ll screw up your model at rendertime. It is possible to use quads only.( And from looking at your pic, remember 2 tris is one quad!) Don´t panic - you´ll be much faster in your second attempt and the work more rewarding. Hang on!!
smoke
05-01-2003, 08:10 PM
Ok back the drawing board... uh mouse pad:rolleyes:
I think I'll use different reference pictures too, these didn't quite match up
smoke
05-02-2003, 10:06 PM
thanks for the help so far!!
started over and using different reference pictures. also a little more free form.
Let me know whatcha all think:wavey:
Sorry about the crudy JPG :thumbsdow
Artiztick
05-03-2003, 11:33 AM
wow, it looks ALLOT better thn your first model! Alo more cleaner, Except yu have quiet a fewpolys going on around the nostril, leadng onto the cheak!
Now your getting the hang of it...Start thinking before you start placeing models, About how the polys your makeing will effect the whole model
I think the eye has to many polys to make that simple shape, Look at the attached file to see how you could have done it, and made less polys for the whole model
LESS is good, as your model progresses then start conecting edges if you have too ;)
Better! If you use R8, have a look at Bunk Timmers 2 models in the object library - Human Meg and Human Otto. Might help you with the edge loops and poly count.
nice looking however it looks like you forgot to add a phongtag to your base poly when you started.
add a phong tag to get rid of that nasty tiling look.
very clean mesh.
Artiztick
05-04-2003, 06:57 PM
Hey Buddy!
I thought i would post this picture of a model im working on, You can see the wire image and what it looks like when smoothed...
You can see that ive used allot less points, and still maintained a decent looking eye shape....Hope ive helped in some way
smoke
05-05-2003, 12:49 PM
Thnx for the pointers!!
I didn't know about the phong tag
Didn't get a chance to work on this over the weekend, hopefully add some more today.
I used alot of points around the eye so that I could make a work eye lid for blinking and such.
I don't know why I used so many points near the nose, oh well
There was some sort of tutorial on how to make an eye blink on maxon's website.
it invloved modeling the eyelid closed and then settting a vertex map to pull it up.
smoke
05-05-2003, 05:42 PM
another update
I'm going for a pudgy looking face/head instead of trying to make a "perfect" model. Then hopeful actually texture it, something that I've never really done before. I've modified poser textures so have some experience but I've never done one from scratch...
ahhh he has an alien about to spring from his cheek bone!!!!!
man thats a sharp cheekbone.
keep it up.
smoke
05-05-2003, 07:29 PM
first time with the symmetry turned on...
how do you fix seams??
forehead needs tweaking and I'm going to do the chin
then comes the dreaded Lips!!!!! then the dreaded ears!!!
EEEEEEKKKKKKKK!!!!!!!
may be I should just stop now :shrug:
Also I know this is a RTFM question (but I don't have the manuals with me at the moment), but: Whats a vertex map?
smoke
05-05-2003, 07:31 PM
oops forgot the image:rolleyes:
vertex map.
look in selections-set vertex map. make sure you have some polys selected, then set your vertexmap. then if you knowhow put a bone in there and watch how it alters the deformation.
however I think they would have used claude bonet maps if they had had them in the tot taht i saw they were ussing version 6-7.
anyway to make a long story short claude bonet and vertex maps are used to restrict where a deformation or bone affects your mesh.
to fix your symmetrey object select all your points that should be on an axis of 0 and then use structure-edit surface-set value and set it to 0 this will reset the whole thing.
but man those cheeks are looking funky.
smoke
05-05-2003, 08:39 PM
its slowly coming along
smoke
05-06-2003, 03:53 PM
HA!! dropped to the second page, but I'm back!!
Anyway
I hate the lips, thinking of deleting and starting again
those are not bad lips the one thing I can tell you is always tweak your lips.
You will never get them right the first time its pretty much impossible. you have to make them and then remake them
also you need to put your symmetrey inside your hyperbnurbs that is what is probibly give you that ugly seam.
also do the set value thing to make the symmetrey a litttle smoother
smoke
05-13-2003, 07:33 PM
Been working on another model, which I'm not ready to post yet.
Finally did some updates on this one though (I'm sure you were all waiting for an update :rolleyes: )
Getting closer to what I envisioned. Still need to tweak the lips and eyes, then finish the rest of the head... then the EARS!!!!!
ARGH!!!
TheLegend299
05-13-2003, 08:33 PM
Thats a damn fine 1st go at a head (I can still rmember mine cough) anyway all i would say is that you need to get those lips right, look at your top lip it doesnt stick out like that and the bottom one should not stick out quite so sharply apart from that well done:thumbsup:
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