Roninfang
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
http://roninfang.deviantart.com/gallery/#/d29k95c
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
http://roninfang.deviantart.com/art/Human-Head-155592501?q=1&qo=1
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
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
http://roninfang.deviantart.com/gallery/#/d29k95c
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
http://roninfang.deviantart.com/art/Human-Head-155592501?q=1&qo=1
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