View Full Version : WIP - Davis Motomiya from Digimon
08 August 2005, 01:54 PM
found this model sheet on www.Anime-Model-Sheets.com (http://www.Anime-Model-Sheets.com) and decided to model him.
Davis Motomiya from Digimon (http://www.anime-model-sheets.com/show.php?w=318)
here is the model - I am pretty satisfied with the model how it is. I was curious as to some comments on the facial topology. I want to do some basic facial animation for him.
08 August 2005, 02:02 PM
i think the facial topology needs some reworking esp for anim. you nneed to try to have edges running along where the face will crease. a good messy way to find this out is to make faces in mirror then drae on face the creases. it really helps if you can do it on someone else! use this to help you decide but i would say corners of eyes and mouth equals the most important.
ohh yueah permanet marker aint clever or big, and biros hurt. if your clever use girlfriends eye liner( washes off easily)
08 August 2005, 10:58 PM
thanks for the suggestions. I am not really looking for a high detail. Like I said, this for in-game. kind of like a Kingdom Hearts (http://www.kingdom-hearts.com/language.html) type character. He is anime too so he really is more cartoonish and not really detailed.
08 August 2005, 07:40 PM
heey,..man i used to love that show...di..di di...digimon, digiital monsters,..digimon are the champions.......... but after the first 2 seasons it got pretty shitty,...
the body seems alright..still a lot of wasted polygons there tho...if a aread is more or less flat there is no need to have stacks of polygons in it...
and the face,...well it's ok,..but i don't think you should gibe him i balls like that,.....after all he's anime,..and =/ in digimon eyes aren't really round like that,...
the hair,...he's missing his spikes =(,...do you plan to use alpha mapping for that?...if you have a high polygon budget,..which you seem to have,..i suggest you make the spikes our of triangles,...it just looks nicer...
by the way,..thanks for that website,...looks usefull
08 August 2005, 08:15 PM
well I wanted make a game character just for personal use. I am currently a student and was just working on stuff for a reel.
I was kind of trying to do a low and high poly character for normal mapping - then it turned to just a single high poly character and then I decided on doing a lower poly for a game character - which I wanted to begin with. Guess I actually need to make a set # of polies and hit that. I have decided to redo the hair and "clean up" the facial polies for animation. I am also going to add some polies for better deformations in the areas that bend(knees/elbows/ankles/wrists).
Where exactly are the areas that I could cut on polies? And any ideas for the neck/fur lining - I want to make sure the geometry deforms correctly when he turns and bends his neck.
I am trying to go for a style like Hickinbottom's Futuristic Skater (http://forums.cgsociety.org/showthread.php?t=258705) so it may not be exactly anime/Digimon style but a more stylized version of him.
08 August 2005, 08:26 PM
you have a pointless stake on the botom of the shoes,..3 point less stacks on the shirt, ..the shirt goes staright,..so there is not pint of havhing all those stacks,..there is a few more stacks at th top of the boots,...
for the fur lining,..use some alpha mapping and make some fur =D
08 August 2005, 11:30 PM
Like one of the guys said, I'd lose an edge right next to the nostrils....unneccessary face there. I'd also stretch his eyes vertically if you are going for the look of the model sheet. Other than that, looking good. As far as animating the face, you would have more insight than I would. I was interested in buying that book- Stop Staring! Is it worth the price? Good luck.
08 August 2005, 11:30 PM
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