LC #42 Pipers Alley

View Full Version : Modeling Tutorial
06-07-2005, 07:57 PM
Hi all, check out my modeling tutorial and tell me what you think:

also, i would love some crits on my models. guestbook signings appreciated :D

06-07-2005, 09:56 PM
Arent you posting in the wrong part of the forum? should really put this stuff in 3D

06-07-2005, 10:34 PM
Looks like an excellent tutorial, I will have to read it all, thanks for sharing.

Bluedemo: This is an art forum, just take your time and check out similar threads in here.

Edit: OK I read it all. It's very good, full of tips. Nice one :thumbsup:

06-08-2005, 05:40 AM
one thanks for the small information and but those tips of modeled :thumbsup:

06-08-2005, 08:01 AM
I agree, it's good, clear and helpful.
But - are you using Maya? If that's Maya, I'd like to disagree on the subject of quads.
1. If it's not for real-time use, we'd normally smooth the low-res geometry somehow for rendering. At least once, maybe more. And whichever way we use, it'll be automatically converting any triangles or 5-sides to quads. So it's not really an issue.
2. Using SOME triangles and 5-sides in the low-res base geometry can REALLY help in keeping it lighter and more organic looking, and making it quicker and easier to model and to keep a good topology.
06-08-2005, 08:20 AM
thanks everyone for the positive feedback, it means SO much!

Again, the tutorial is open to debate because its just one of many theories.. the quads theory states that triangles can produce adverse results when smoothed because unlike a quad, which has a definite center made by drawing an x through it, a triangle's mathematical center does not always match its visually pleasing center (or its center of weight). I would love to hear your feedback on this, as your work is FANTASTIC!

as for the second point, i totally agree, and i didn mention this in the end of the quad section, but maybe i should make it more clear.

thanks again =)

06-08-2005, 09:18 AM
Wow, very informative, succint and well structured! Thanks a ton, Gene!:thumbsup:

06-08-2005, 01:21 PM
Arent you posting in the wrong part of the forum? should really put this stuff in 3D 3D is art and this is an art discussion thread.

06-08-2005, 05:16 PM
I would love to hear your feedback on this, as your work is FANTASTIC!
Thanks! :)
Well I've used triangles and 5-sides for a few years now in my polygonal meshes, and all I know is, I never had any problems at all with them. In fact quite the opposite. Here's an example, turning the polys into SubD. But it works just as well using Smooth Proxy. And it works fine when deformed, too.

06-08-2005, 05:34 PM
The only reason I stick with quads is to reconstruct the subdivision history in Zbrush. If Zbrush would calculate "approximation" meshes with tri's, etc... I would definitely be using them. Keeping a mesh all quads ups the polygon count to something that isn't always necessary.

06-08-2005, 05:59 PM

what about texture stretching with all those funky polygons? Don't you get distortions and pinching?

06-08-2005, 06:16 PM
I always try to avoid tris/5sides in my high-res models for a bunch of reasons:

1) when working in zbrush, tris cause poles in the mesh which make zbrushing incredibly unpleasent.
2) Often times tris cause slight unwanted pinches and creases upon sub-d.
3) esp. when i'm doing high res stuff, I'd sooner have clean edgeloops then low poly counts (with loads of tris/5sides).

as well as the reasons Chad and drawdraw have mentioned.

06-09-2005, 02:34 AM
Goon, I keep hearing that, but I really never had a problem with it.

KWAK, I never "work" in high-res, meaning I don't model and tweak and make UV's or Blendshapes on the high res mesh. I do all that in low-res and use a Smooth Proxy to convert to all quads, as the last step, at render time. Or when I export to Zbrush. Seems to work great.

06-09-2005, 02:59 AM
Man this thread is very informative, keep it coming!
06-09-2005, 05:34 AM
steven i would love to see one of your female faces as wireframes to see how you approach it...

also, do you animate/blend shape your characters or do you do still models?

06-09-2005, 06:03 AM
also, do you animate/blend shape your characters or do you do still models?
I use Blendshapes for animation.

the rest deleted, moved to a separate thread

06-09-2005, 03:22 PM
hey stahlberg,

would you mind post an image of the same ahead after it's smooth-proxied into all quads. Just wanna see how it'll affect the topology.

06-10-2005, 12:48 AM
deleted, moved to a separate thread

06-10-2005, 01:50 AM
I was actually looking for an image with the wires visible, I'm interested in seeing how the topology after you convert it to all quads.

it may just be the image compression, but it looks like you're getting some pinching on the bridge of the nose and the middle+upper brow, I'm wondering if that's due to how the smooth proxy is subdividing the 5-sides/tris.


06-10-2005, 07:54 AM
Okay, I'm starting a new thread for discussing my own face, here:
Sorry I didn't mean to hijack :)
06-10-2005, 06:38 PM
lol its ok... you made my thread popular haha
06-12-2005, 11:59 PM
::shameless bump:: LOL dont ban me stahl!

06-13-2005, 02:32 AM
Nah, I'll help you bump it! :)

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