View Full Version : Character: Philippus Arabus
PhilOsirus 06-06-2003, 11:13 PM I am modeling the head of Philippus Arabus, a Roman emperor. I decided to model him because of the challenge it is for me to model all that skin. It's fun to model, but I realized I have a LOT of polys already. Now the other heads I have seen usually have much less, but it may simply be due to the amount of irregularities in his face, since he does not have that smooth face, there is some fat in there.
I think I'll model some parts separately, but I always have a lot of trouble connection all the parts without getting a mesh full of points shared by more or less than 4 polys, among other problems.
PS: If you want to see what the guy looks like, make a quick search on google for "Philippus Arabus" or "Philipp the arab". Thanks.
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FallenSwordsman
06-07-2003, 07:41 AM
Looks good so far. I have to agree that if you have a face that is generally lumpy then you'll have to compromise the low poly count. Some people recommend starting with a basic head and adding detail to it rather than starting from the bottom up and trying to build a complex head right off the bat, but you seem to be doing okay with it anyway. All you have to watch out for is the rogue points that will create bumps where there shouldn't be one. Best of luck with it.
PhilOsirus
06-07-2003, 04:27 PM
Yes, I want to be able to simplify the mesh where the surface is smooth (cheeks and side of the face especially) and keep the mesh complex where detail is needed. I find that difficult because the only I managed to do it before was by causing the mesh to have some tris, and a lot of points shared by more than 4 or less than 4 polys, I call them pinches, not sure what the proper term is. And at the same time the mesh has to follow the muscles structure, even if I don't see it in this reposed pose, because it will help a thousand when animating.:)
PhilOsirus
06-08-2003, 03:31 AM
Updated!
PhilOsirus
06-10-2003, 02:21 AM
Updated... again!:p
FallenSwordsman
06-10-2003, 08:11 PM
This is coming along well, Phil - any chance of seeing the wireframe of what you ended up with? Did you manage to avoid creating any tris so far? Looking good :beer:
FallenSwordsman
06-10-2003, 08:15 PM
This is the fellow isn't it?
http://harpy.uccs.edu/roman/philarab.jpg
PhilOsirus
06-10-2003, 11:10 PM
Wow, replies. Here is the wireframe' info (and I updated the picture, so you can see the wireframe now:
Poly (Quads): 1267
Tris: 0
>4 Points (I call em pinches, not sure about the proper term, they are points that share more than 4 polys): 94
And points shared by 3 polys: 103.
The >4 points and points shared by only 3 are apparently bad, as far as I heard. But I found no way to fix that.
And yes, that's the guy I'm modeling, altho it does not look anything like him. I had to use someone else's profile, and I gotta fix the eye brows, they are too large.
FallenSwordsman
06-11-2003, 07:12 AM
Thanks for the wireframe. The dreaded ears should pull up the poly count somewhat. I think the pinches shouldn't matter so much as long as you're not trying to animate him and so long as they don't show up in a render. Making models for animation is a whole different deal than just making models as still life renders. You probably could cut down the poly count if you really wanted, but that will probably take a long time of fiddling and reconstructing various features then adjusting the flow of your polygons. Seems okay so far though :)
PhilOsirus
06-11-2003, 01:35 PM
I was told the mesh will be a big problem for animating. I am starting a new head (this time Caesar) because this one has a crazy mesh. I gotta understand how to model with proper edge looping.
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