View Full Version : my second character ever! please check this out.
07-17-2003, 02:19 AM
when i look at it i see this funny deformation by the nose.....anyway ill fix that later, what i need to know is how to make a mouth. should i cut out the polys where a mouth would be then build lips ,teeth ,and throat onto that ? man im confused! how do you make ears too?my 2nd characters a orc (http://img.villagephotos.com/p/2003-7/284433/myorc!copy.jpg)
07-17-2003, 02:25 AM
this is what im talking about the nose.........wierd.......................... (http://img.villagephotos.com/p/2003-7/284433/Untitled-1copy.gif)
im hoping if i cant fix it textures will cover it.
07-17-2003, 02:28 AM
Twitchy: Post a wire in sub-d mode and also one in non-sub-d mode. If we see the mesh, we can better identify the problem. And if my hunch is right, textures won't cover up that type of problem.
07-17-2003, 02:34 AM
i know what cuasing it i just dont know how to fix it. dont hurt me im a newbie.:surprised wire (http://img.villagephotos.com/p/2003-7/284433/messedupwire.gif)
07-17-2003, 02:47 AM
Don't worry. We were all newbies at one time or another. :)
The real problem is the lack of polys and improper flow in your object. There are a number of ways to add detail. The simple (and probably not that helpful) answer is to use Smooth Shift, Stretch, and Drag to add details and Spin Quads to refine the flow. But there are a number of other techniques that will achieve the same basic result.
Check out some of the head modeling tutorials over at NewTek's site. It's not a quick fix, but then again, learning to model is not something you do over a long weekend. The time you put into learning the proper techniques will really pay off in the end.
07-17-2003, 02:57 AM
07-17-2003, 03:57 AM
07-17-2003, 04:41 AM
I agree totally with everything Steve has said. Modeling is something that takes a lot of time and patience to learn the most efficient techniques and to get predictable, quality results.
The simple answer to your question about the weirdness going on with the nose is this. You have one point right in the middle there which is attached to 6 polygons. See the star-shaped pattern that it makes in the wireframe? Those are generally something you want to avoid. It's because each of the polygons (subpatches, actually) is trying to pull the point to go in a different direction. Basically, the point is a lot like a confused teenager; it's got too many influences and doesn't know which way to go. :D
You should definitely take a look at Userdelta's Head Modeling Videos (http://www.newtek.com/products/lightwave/tutorials/modeling/head/index.html)...they rock! :buttrock:
07-17-2003, 06:41 AM
Check this thread about facial topology. It isn't going to tell you how to use modleing tools, but you can see from everybody's topologies that following musculature and facial form is the trick to successful modeling. Think of the lines that make up polygons as a way to trace the face, and draw on a surface.
When you get to animating the face and form you'll discover much more about topologies.
07-17-2003, 07:08 AM
thanks alot for the help.:buttrock: i just started a couple days ago so ya i need to learn more about the tools. thanks again!
01-15-2006, 05:00 PM
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