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samsilla
07-16-2008, 04:35 PM
Hi everyone,

I started modeling the foot-leg of Joan of Arc (based on the tutorial over at 3dtotal) in 3ds max, and I had a couple of questions about modeling in general. This is my 2nd time polymodeling a character.. my last character was the soldier in the tutorial that came with 3ds max 9.

First of all, the modeling took me about 2 hours to perfect.. and I'm talking about just one foot and the lower leg. The majority of that time involved constantly referring to the tutorial's pictures and adjusting my character's vertices, edges, etc according to the author's pictures. Am I doing something wrong here by spending so much time on just the foot/leg?

Also, how does the author know where the place the vertices in a foot? He was simply modeling off two flat images (front, side). How does he know where the vertices project, where the edges slant, etc? If someone were to pitch me two reference images, I would be able to roughly box out the figure, but I'd be completely clueless how to adjust the vertices on my own. Is it artistic intuition? Does it come from some secret knowledge that only the elite artists are allowed to know? Or does it come just from constant practice and dedicated study of the human anatomy?

Thanks,

Sam Silla

Huitt
07-17-2008, 02:48 PM
Does it come from some secret knowledge that only the elite artists are allowed to know?


lol

It's alot of trial and error and persistence. Knowledge of human anatomy helps a ton as well. One thing you can do to help yourself out is to draw a wireframe over the 2d image. Though it will not be perfect, it will give you a basic idea of what it is you are trying to achieve. There is really no way to decide exactly where the verts, edges, etc will end up, it all comes down to moving stuff around and finding out what works for the effect you want. Eventually, you will reach the point you will almost instinctively know where to move everything.
Find other peoples work, get some of the free models from turbosquid.com and the like, and inspect and dissect their wireframes an topology. Just keep with it.

Benzin
07-17-2008, 03:08 PM
I know that tutorial it was one of my first... terribly slow style of modeling (box modeling) (extrude - adjust vertices - extrude - adjust...:argh: ). Try this one this is great tutorial and with some practice you can model any character. Modeling IS slow process, but this style of modeling is a champion among snails! But with Joan of Arc you will learn usage of tools (good side). Good luck!

http://damascus.com.ne.kr/temp/AngelinaJolieSplineHeadTutorial.pdf

scrimski
07-17-2008, 03:21 PM
terribly slow style of modeling (box modeling)
Not box modelling, poly by poly modelling.

box modelling would be something like this(though he doesn't relly uses a box)
http://www.poopinmymouth.com/process/character_tutorial/character_process.htm
or this
http://www.arildwiro.com/tutorials/modelling/head/head.html

Benzin
07-17-2008, 03:51 PM
Tools are the same... it does not matter do you begin with a box, cylinder, or just one polygon like in Joan of Arc tutorial (head part) - that all is a box modeling for me.

scrimski
07-17-2008, 04:16 PM
Boxmodelling means refining a more and more accurate shape by subdividing and adding detail from a rough shape(low-poly box, cylinder, sphere) like described in the links in my last post.

Polymodelling starts the exactly other way around: starting with details and filling up the rest by extruding edges.
it does not matter do you begin with a box, cylinder, or just one polygon ...that all is a box modeling for me.Just plain wrong, but if you happy with it, dream on.

kandyRabitz22
07-23-2008, 11:18 PM
When modeling you need to decide if you want to animate the model. If you do want to animate it than you need to place edge loops in the correct places so that the character will deform properly. You will need generally more loops near joints. So knowledge of how your character will move before you start modeling is a must.
If you are not going to animate the model then it doesnt matter a whole lot where your edges and verts are. You will only be manipulating the mesh in such a way that you can get the look that you want. You will need to consider what is a hard edge and soft edge and stuff like that. Although it is always nice to consider if you will be unwrapping an object and how you will be texturing the model since certain things can make the whole process easier. I.e. deciding what is a seprate object and hiding texture seams.

kandyRabitz22
07-23-2008, 11:19 PM
Also you should have consideration for poly counts. Its never fun to have more faces than you need.

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