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Old 02-09-2013, 09:42 AM   #1
ClineSR
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Stephen
Hickory, USA
 
Join Date: Jun 2010
Posts: 5
2nd attempt at human modeling milestone (3 weeks) (base mesh)

As the title says this is my 2nd attempt at modeling a human. My first attempt took me nearly 3 months to complete and turned out to be around 9,000 polys. (This was with no hair or clothes just the base mesh)

This 2nd attempt is for one of my classes at school.
We are given 3 weeks to progress as far as we can to achieve a particular milestone.

My Goals:
  • Create Good Topology
    • Good Edge Flow
    • No Tris
    • No Engons
    • Minimize Poles
    • Sculpting Ready
  • Good UV Layout
    • All done in Maya by hand so I get a better understanding of it
  • Keep Polygon Counts around 6,000 tris
    • (A sort of personal starting point between the typical 3,000 to 12,000)
    • Target Reference would be games like Saint's Row 3 and GTA IV
  • Create Basic Clothing
    • Simple Shorts
    • Simple Bra
  • Create A Human Skin Texture
    • Preferably hand painted
I now have about 10 days to start and finish another model, this time a male one.
So, when commenting on this female model, if you could provide some tips that will also help me on my next male model I would greatly appreciate it.


http://www.srcline.com/portfolio/wp...eference_01.jpg


http://www.srcline.com/portfolio/wp...nUnsmoothed.jpg


http://www.srcline.com/portfolio/wp...oothed_Back.jpg


http://www.srcline.com/portfolio/wp...othed_Front.jpg


http://www.srcline.com/portfolio/wp...oothed_Back.jpg


http://www.srcline.com/portfolio/wp...k_Wireframe.jpg


http://www.srcline.com/portfolio/wp...othed_Front.jpg


http://www.srcline.com/portfolio/wp...t_Wireframe.jpg


http://www.srcline.com/portfolio/wp...02/UVLayout.jpg


Last edited by ClineSR : 02-11-2013 at 08:22 AM.
 
Old 02-11-2013, 04:43 PM   #2
PadleSneg
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May be, it is too late. But I think that when you design hand, the thumb should be in such position

Because it will be easier to animate it then.
 
Old 02-11-2013, 10:27 PM   #3
ClineSR
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Stephen
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Quote:
Originally Posted by PadleSneg
May be, it is too late. But I think that when you design hand, the thumb should be in such position

Because it will be easier to animate it then.


I will do that on my 3rd milestone model. thanks.
Is it also better if the entire hand is in a similar position, with the fingers curved, or is the thumb my biggest worry for animation?
 
Old 02-12-2013, 07:34 AM   #4
PadleSneg
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Quote:
Originally Posted by ClineSR
I will do that on my 3rd milestone model. thanks.
Is it also better if the entire hand is in a similar position, with the fingers curved, or is the thumb my biggest worry for animation?

Yeap, you are right, cause in most of animation cases it will look like commonly relaxed hand, and u dont need to make special animation for this. By the other hand it will be easier to make animation when hand holds something like weapon or fist, u have to add animation slightly for fingers.
 
Old 02-12-2013, 07:47 AM   #5
PadleSneg
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And about UVs, legs part will have noticeable seam near butt part when u apply baked normal map. Easiets way to avoid it is try to rotate UV's parts when seam is facing on opposite seam.
 
Old 02-12-2013, 07:47 AM   #6
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