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asunta
07-28-2003, 12:17 AM
Hi
This is my first head model.
Please for help end sugestion.
http://www.przegl-pap.com.pl/glowka.jpg

Goro
07-28-2003, 12:27 AM
Very nice for the begining.

1. both eyelids (lower and upper lids) have to contact the eye.
I know it's difficult at first. I had the same problem. Just move the
vertices so they intersect a little with the eye. If you smooth it
you will see that there are no intersections anymore. (smoothing
schrinks the volume of the model)

2. the edges of the mouth are too hard. Could you post a wireframe. I can give you better help with it.

and which software do you use?

asunta
07-28-2003, 01:50 AM
Thanks you for help.
I try work with your comment.
It little better?
http://www.przegl-pap.com.pl/glowka2.jpg
And wireframe
http://www.przegl-pap.com.pl/glowka2si.jpg

lonesmurf
07-28-2003, 07:25 AM
1) Make the nose rounder. The squareness of it is distracting.

2) Smooth out the forehead: you can see minute lumps and bumps where the lines dont lie flat.

Goro
07-28-2003, 03:30 PM
Hi again! The eye is better now but there are still holes on the left and right of the eyeball. The topology of the model is not very good. you should draw the edges along the muscle direction. I tried to make a rough sketch of how you should draw the edges.

I added also a wireframe of my Kong model. I think you will
understand my sketch then.
Important: the edges of the eyes and the mouth (left and right) are too hard. add some edges and build a roundness (just look ad my sketching) Otherwise you wil have bad deformations if you open and close the mouth.

http://www.area-56.de/pics/glowka2si.jpg

http://www.area-56.de/pics/kong_wireframe.jpg

Here is a closeup of the eye. The lids are directly on the surface
of the eyeball. maybe this helps.

http://www.area-56.de/pics/kong_wireframe_02.jpg

keep on modeling!:)

asunta
07-28-2003, 09:46 PM
Thanks you verry much!!!
I try to use your sugestion!!!
I this your model is perfect, you are great modeler!

Goro
07-29-2003, 07:57 AM
you're welcome!
There is one thing I forgot to tell you. Try to model with
quads (polys with 4 edges). polys with five ore more edges are bad for deformations.
triangles are ok as long as they are placed in the right areas.

good luck!

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