View Full Version : HARDCORE MODELING!: THE DAVID: Full Body

04 April 2006, 12:04 AM
Well, this will be my first man figure and my first attempt with patch modelling.
I recently fall in love with patches and I want test them completely so I can
decide if I like them more than poly modelling.
Sometimes I do a cage in poly modeling and then I use snap to vertices to
lay the patches.
3D is my hobby and I never modelled something so complicated so I surely will
learn very much, also looking the other artists in this forum.
Probably I will not finish at time but I will try in my 2 hour per day I can
dedicate to this.

I was learning patches so probably I will go quicker but really slow the begin
it was. Just now starting the foot.

So this is the beginning: (

04 April 2006, 01:00 PM
Woo, the leg's shaping up nicely, the knee looks great in particular.

Keep it up!

04 April 2006, 07:21 PM
Well, foot finished with some errors but I am bored just now of feets.
So moving to the torso. (

Rod Seffen
04 April 2006, 09:54 PM
That's great. The little toe could be a little smaller and curl in a bit though.

04 April 2006, 10:41 PM
Yes. Also the lines need more soften in some places. Thanks Rod for viewing.

Well, starting now the torso. First drawing the principal lines in flat plane like it can
be viewed in the attached picture. And tomorrow I will place each vertex in the correct
z-depth and move handles of each patch to round them. I am curious about
the difficulty of the torso because it seems easier than feets or hands to me.
I also have very desire to start with hair so probably I move to hair when torso
done. (

04 April 2006, 02:44 PM
TWO WEEKS TO GO! (MAY 15th):Hardcore Modeling Challenge: THE DAVID! (
Just a reminder


05 May 2006, 06:18 PM
Well, front torso advanced a little. Also working at same time in some other areas
and testing hair. Can we use a plugin?:rolleyes: (

Rod Seffen
05 May 2006, 07:37 PM
Coming along nicely.
You can't really mirror the torso thoiugh, because it's different on both sides.

05 May 2006, 10:00 PM
You can't really mirror the torso because it's different on both sides.

Yes, running to fix it. Thanks.

05 May 2006, 12:59 AM
Well, before modelling and modelling and modelling... just a halt for: lights, camera... render! (

Rod Seffen
05 May 2006, 08:08 AM
I like how economical you are with vertices. It means you have to tweak very few to get changes, which is perfect.

05 May 2006, 02:16 PM
I like how economical you are with vertices. It means you have to tweak very few to get changes, which is perfect.

Yes I am trying that. But probably when the rough model is finished I will add more polys
to fix some errors like hard edges so probably the final mesh will be not so light.
Working in patch modeling (Max8 terminology I hope it is called the same in other packages)
each vertex has four Bezier handles so I must move five things: four handles and the vertex itself. So the number of real "vertices" to move is the number of vertices I have x5. But moving handles is easier than moving vertices so this modeling in my opinion is something
easier than poly modeling where I don't like the smoothing always reduces the volume. But in Max8 patch modeling is in prehistoric age and there are so many things I lack I enjoy in poly modeling like:
- Cut polys in precise way
- Chamfer
- Hinge polys (rotating around a edge)
- Weld almost in every way you want
I sometimes have to do weird workarounds to add detail. The day Autodesk add to patch
modeling the tools we have in poly modeling really will be a good day.

Well weekend ended and now work again so I have again only 2 hours per day so probably
no updates in two days or so.:sad:

05 May 2006, 03:12 PM

ONE WEEK TO GO :The Hardcore Modeling MINI-Challenge #1: The David (MAY 15th) (



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