View Full Version : Need Tips on making models for production use
06 June 2010, 05:37 PM
Ive been having this problem lately when i model something i can model very well but the down side is its i cant seem to fix my problem of making it low poly for game production use or clean topology so that it can used for animation later on it always end up as un-animatable or stills.
so far from what i researched avoid 3 or 5 point shapes well from my last failed job test that's what the technical director said is to avoid shapes with 3 or 5 points because it gives problems later on.
also proper edge flow which i am trying to practice and of course anatomy
any other tips you can give to help me get over my problem when i model something "it looks great but it cant be used for production/animation cause its either to heavy or not clean topology"?
here's my first attempt to make a character well second actually never posted the first one in the net didn't look good and it was just for a college/school homework
my anatomy for this model isn't perfect yet cause yeah its my second attempt so far and i am still practicing anatomy more or less like everyday
heres my first attempt on doing a head based on a 3d head ...the head i used for ref looked odd though it had a double Adams apple O_O
so yeah i just need advice on how to make "clean models" so that i wont have the issue of "it looks great but cant be use for production the topology is not clean" and hopefully should make my looking for job problems bot that hard anymore
so far here's what i know:
avoid 3 or 5 point shapes cause it gives problems later on that's what the technical director said from my last job test failure and he also mentioned "we never smooth our models" but unfortunately in college we were taught to smoothen our models so gotten used to smoothening the model but roughly few months ago getting used to doing it manually and getting used to proper edge flow
what else hmmm some details you don't need to model since you can textures for it like nuts and bolts and such
06 June 2010, 11:52 PM
I don't know anyone that mastered edgeflow after their 2nd model so just keep working and you'll get the hang of it. Also it's difficult to crit your work without any wireframe shots, don't do raytrace renders, just a viewport screengrab of the wires.
06 June 2010, 08:27 PM
here's a good link to edgeloop modeling ideas: http://zoomy.net/2008/04/02/modeling-with-edge-loops/
here are character edgeloop examples: http://www.hippydrome.com/
from what i know about topology, the polygons should flow along the underlying muscular structure so they deform right as the model moves. when modeling, you need evenly spaced quads, but when animating, you need quads that accommodate the desired motions of the character. i hear of people modeling with even quads in zbrush/mudbox, then retopologizing the mesh to make it animation friendly. i also hear of people modeling with edgeloops from the beginning, bypassing retopology and designing the polygon flow for animation as they build the character. hope that helps :)
07 July 2010, 11:19 AM
May i ask for Critique pls
second time to model a human figure more or less XD
this time i used the links you gave me for ref, did a lot of research
manage to make this model 100 percent pure quads i did some simple animation test with it
its deforming properly unlike my 2nd 3d full model that cant even be used for animation which was stuck as a ...3d statue XD.
This is one is finally animatable XD WEEEEEEEEEEEEEEE
on my next study ill try modeling a female torso never done female yet
need advice on what to improve on next time and wanted to ask what is the hot key for insert edge loop tool and split polygon tool?
also for modeling demo reels of course studios want to see 360 wireframe of the model and probably its uv mapping if its clean but what if its complex model and i dont have time to render a 360 animation of the model in wireframe what else can i do to show its wireframe or the model is clean topology/animatable? i mean will a front view,side view and back view of it in wireframe will do?
07 July 2010, 04:39 PM
Better model this time around. Your topology still is not following all the musculature of the body correctly, and seems to be way to heavy (especially on the face) for what seems to be like a base mesh.
If you don't have the time tor ender a full 360 with wireframe on ( it shouldnt take that long though, wireframe renders are usually extremely fast ( don't do any lighting on it just pure wireframes and composite it in after effects) You can take a few large snapshots of your models in different camera angles and do a zoom/pan effect to show the wireframe along with the topology details. Check out modeling reels on Vimeo and threads here to see what I mean :)
07 July 2010, 04:39 PM
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