LC #42 Pipers Alley

View Full Version : Need advice for character.

02-23-2003, 08:29 PM
Hello, im beginning to learn low-poly modeling and i need some advice..
Heres the charcter im working on.. since this is basically my first humanoid character i need some advice on the anatomy, and how do start making a head. The thing i think looks worst is the chest area wich looks way too undetailed, but i do not know how to improve it, i have been looking at images of what i think is a poser model, and been trying to get my proportions like it, but it just looks wrong.

02-23-2003, 09:44 PM
Wow so much triangles for no detail?

You got to watch out for how many poly's you use.

You could have made the model with about 400 triangles.

This pic is good for making arms.

here's a body shot image:

Hope that helps you out.. look like your using milkshape?

02-23-2003, 10:03 PM
Yeah, its actaully 432 polys without the hands.. im gonna have to lower those alot, thanks for the anatomy pic, looks like i should make him wider?

And yep, im using milkshape.. not quite as expensive as most of those other programs :)

02-23-2003, 11:48 PM
you should keep working on your anatomy.. id suggest you stop modelling for a day or 2 and just draw at least a hundred or so "proportion" drawings.. here is a good link to an excellent book thats completly online

i know what your thinking.. "a hundred drawings?" but trust me.. if you cant get proportions/anatomy down on paper then youll have an even harder time in 3d.

focus on the manequin techniques loomis uses.. and MEMORIZE everything about proportion (8 heads high = figures height ,6 heads high =nipples, 4 heads high = crotch, 2 heads high = bottom of knees etc etc etc)

this is the basics and you should know it before creating characters.. keep up the good work!


02-23-2003, 11:51 PM
Ugh, well, thanks.. i guess theres no shortcut. Ill draw until i drop :)
I updated it though, added more detail to the arms and legs, and removed some from the hands..

02-23-2003, 11:55 PM

I think the best advice would be to get some references for modelling. There are atm too many things off to point out.

Try getting some blueprints for a human body, i'm sure has some around.

**edit: whoops, i see happypants pointed it out already :buttrock:

02-24-2003, 06:57 AM
Milkshape eh...I think you're being hard on yourself, I love it and everything, but I don't think it's the best app to learn modeling on...(totally mesh workflow, no n-gons higher than 3, non-existent subd tools)

Use Wings3D as a modeler supplement to Milk. It's a free download at And then you can just export your model to .obj and import it into Milkshape for rigging.

02-24-2003, 09:49 PM
i'd definitely would recommend to model with images in the background of the viewports, preferably in the left and front viewport, if you haven't had that much experience in either anatomy or modelling before.

02-24-2003, 10:14 PM
Yeah, ive been modeling with these in the background, but still looks like that :\

Snowfly: Thanks ill check it out.. im getting more and more used to milkshape though, you sure Wings3D would be better?

Here is my latest progress, i know the head is too small, and the nose is.. strange, i will fix those..

02-25-2003, 06:26 AM
you should try its free and its amazing

02-25-2003, 07:15 AM
It will definitely be better. Modeling in Wings has a lot more in common with modeling in the highend apps, so it's definitely a smarter way to start. Besides, you won't be ditching Milkshape entirely...The only thing Wings does is model.

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