View Full Version : Acteon - 9 year old boy

10 October 2004, 03:59 PM
Here is a concept I made and am now trying to make my 3rd ever character model. I'm trying to keep it low poly (1500-4500), not sure if to optimize as I go or to wait till I have either finished a paicular part or the whole thing. Also not sure about how to go about doing the ear low poly, I looked for examples but all I found where characters with 'stumps' for ears (like no more than 10 polys per ear type designs) and I don't want to go that low (same with hands, I want all fingers)...I'll keep updating...

10 October 2004, 09:40 AM
If you are aiming at say 3000 you can probably afford to put 70 in the ears, to make them more detailed.
I say get the outline right, and you can always do the interior ear detail with the texture.

10 October 2004, 08:25 PM
Bit more...been spending too long on the same bits really. My low poly ear looks quite terrible. Also no idea whats going on with my eyes, I think this has all got to do something with the fact that allthough the model sheet is nice it isn't worthy of modeling on top of since the eyes are not drawn realistically and the ears don't attach to the head in the right way.

10 October 2004, 09:18 PM
Hiya mate I think you are the one who started a thread about low poly ears in the model section as well?
I can recomend that you follow the tutorial link in that one and build an ear from that, to learn how the ear is constructed, then create a low poly version after that.
I am not at my own machine at the moment, but when I have the chance tomorrow, I will upload a picture of one of my low poly ears, maybe that can give you some inspiration.
Ears can be tricky so don't give up.

I can see what you mean about the eyes.
If you look at your mesh from the side, the eye sockets are very "wide", they extend too far towards the back of the head. You can clearly see it, when you compare your model to your concept art.
Also the eyeball is not filling out the socket.
Keep in mind eyeballs are round.
Last thing is to make the rim of the eye smaller. Lower and upper eye lids? have to surround and contain the eyeball.

10 October 2004, 09:48 PM
I think you may be squashing that geoshpere too much in the eye, that's why it's getting distorted. It's funny, cause I ran into the same problem with the character I'm currently working on, but then realized that it doesn't have to "exactly" fit into the socket. Pay special attention to the eyesocket from the side view and don't forget to round it(the socket). It'll fit better. Good work so far and I dig the concept. It's very cool.

What software are u using?

My finished Knight model/animation (
My WIP Knight Woman model/animation (

10 October 2004, 10:07 PM
I was thinking about your peice and looking at your concept art and I think I know what the problem is with you eye. I hope you don't mind, I did I little quick redraw with the Wacom. The side profile of the eye seems a little off which is why your eye on your model looks a little saggy. From the side, the eyes would be more tilted a bit and look like this:

Original for comparison:

Hence, you would need to raise the ends upward at an angle.

Good luck to you and once again, I think the concept is awesome!

My finished Knight model/animation (
My WIP Knight Woman model/animation (

10 October 2004, 10:57 PM
Thanks, the ear was from my joan of ark attempt a while back. I took the low poly which was still 200+ tris and optimized it to under 70. I think I really need to change the head design to make it work.

Oh and I'm using max6 btw.

Latest...really confused now, the human eye is obviously sphere...and thats what I have done here. However the socket design is highly wide so I can't make it sphere otherwise what do I do with the remaining bits. The only solution I can think of is to squeeze the width of the sockets to fit the eye but then I'm totally going against my I missing another solution?

10 October 2004, 08:26 AM
Ok, if it is ok with you, could you send me your mesh, and I will show you, it can be easier than explaining.
But I would say scale the eyeball up in general, a real eyeball is somewhat bigger than the rim of the eye, it has to fill out the socket.
Try to get a mirror and have a look for yourself so to speak.

I agree that since you have a cartoony design you might need to squeeze the eyeball a bit.

If you want to have a look at one of my low poly ears, here is a max file: (

10 October 2004, 01:44 PM
Ah that ear looks so much better, would you mind if I used your geometry as a reference when I try again? (and no, I won't just use your ear:scream: ..need to practice doing my ears)

I scaled up the eye, and it looks like it could be done to look good...but not quite sure how to keep the mesh fully closed off when it comes to attaching. I just generally have no idea how low poly eyes are animated. I asked a while ago but no one knew...with high poly its easy, just morth target spheres...but you can't do that with low poly as the spheres are not independant.

Anyway, heres my latest head file...

10 October 2004, 03:33 PM
Hey, Freakychakra. Brilliant ear, fellow! It's helping me out too.


10 October 2004, 07:45 PM
Thank you Podman. :)
Please feel free to use the ear any way you like capone_adam.

I am going to have a look at your mesh tomorrow, this weekend has been a bit busy.

As for animating low poly eyes, are you talking about animating the eyeball itself, or the tissue around the eye?

10 October 2004, 12:22 AM
Thanks freaky,

Heres my latest...I',m a bit worried about the bag+straps...hope they won't be a problem when it comes to skinning. I'm guessing you make them rigid or something? Otherwise I may just have to delete it.

10 October 2004, 10:45 PM
Hiya mate

I send you an email recently did you get it?

10 October 2004, 10:48 PM
nope?, checked my junk mail and no in that either. email =

Lord Banshee
10 October 2004, 12:25 AM
Looks good. Would you mind if i took you ref and use it to model the same guy? I need some practice.

10 October 2004, 03:25 AM
As long as credit it if you showcase (, sure wouldn't mind seeing how you go.

10 October 2004, 03:42 AM
Looks like a nice start..

10 October 2004, 03:34 PM
Ok, new mail send.

10 October 2004, 05:49 PM
Thanks, got the file. It is fitted nicely, but I'm still confused. For low poly characters the eyes should not be seperate objects should they?, or was this just to show how it could fit in in terms of the front of the face?

I'm guessing the next step is to cut out the back polys of the eye and weld it to the mesh and neaten it up?...but even on earth do you animate the eyes on a single mesh character??

10 October 2004, 04:41 PM
You can use seperate objects for eyes for lowpoly too.

There are quite a few different techniques you can use when you make and animate eyes.

One of course beeing the traditional seperate eye mesh.

Another is to model the eye as part of the mesh, and then you create a surface in front of the eye. On this surface you map the iris. Then you can animate the iris poly to mimick eye movements.

11 November 2004, 07:39 PM
I'm wanting to move onto texturing the head soon, here is my head without the extra 'strands'. Just wanting to see what anyone makes of the geometry.

Actually while I'm it a normal procedure to texture the head and body seperatly?, going by the tutorials I have done it seems not. Is there a reason why this is done?, I prefer the idea of having to do 2 small jobs rather than 1 big one. :D

11 November 2004, 12:15 AM
Argh...running into more problems. Just cannot seem to get the hair looking good, I'm using flat planes and alpha maps. Just looks dodgy...but its the only method I really know for low poly. What am I doing wrong?

11 November 2004, 09:49 PM
Just cannot seem to get the hair looking good, I'm using flat planes and alpha maps. Just looks dodgy...but its the only method I really know for low poly. What am I doing wrong?

Hey dude...

everything looks good so far...just thought i'd throw my 2 cents in...

the hair could do with being layered more...basically, make different layers and alphamap hair textures onto that...what you'd get then is a deeper look to your hair, and it'd look much more realistic (if that's the look you're going for)...

you could use your alphamap as a specular also, and then you wouldn't have to try painting specualar onto your main texture sheet...

hope this helps :)


11 November 2004, 03:24 PM
:sad: I swear, I am so close to just sticking a baseball cap on his head!!...

Have tried doing rough versions of 2 ideas, first one as default suggested to stick planes on top with alphas. Second is to extrude the 'strands' out of the hair shape. None really seem to be going the way I hoped for. I'll do a bit of research, maybe go for a more simple FinalFantasy 7 type hair or something.

11 November 2004, 09:27 PM
OK, had to almost start again. I liked the extruding idea but needed to give shape to the main hair base. Then re-did UVW, this is about as good as I can do for now I think. Need to press on.

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