stumped on my characters face, need help

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Old 11 November 2007   #1
stumped on my characters face, need help

alright, so I'm pretty good with making objects look exactly as desired (and texturing), and suddenly I move onto the next part of my game AKA the main character's face (a crude sketch of which is my avatar)

anyways my porblem is I can't figure out how to make a human face out of the mesh monkey!, so I tried using a mesh UV sphere which I found to be more hassle than I wanted to deal with...

but as I am just a novice in blender to begin with I don't know where to go from here, should I make all sorts of separate items and strew them together to make a face? (because I figure I might be able to do that) or is there some simple (human) wireframe head other than the monkey?

how do you make your character's heads?

(please give as much written advice as possible as I am limited by a 4.4KB internet access and can't download or view large movies..)
 
Old 11 November 2007   #2
i build my heads from scratch, btw some good video tutorials about modeling in blender can be found here:
http://www.montagestudio.org/tut/
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Old 11 November 2007   #3
Josh,

if you are using sculpting - starting with a cube usually works best. Just creat a cube, add a few levels of multires. Enter sculpt mode, turn on x mirroring and start learning how to sculpt .

They if you need a good topology use the retopo tool to recreate a new topology on top of the mesh. See wiki.blender.org for usage of retopo and of sculpting.

Otherwise you need to learn basic box modeling or point to point modeling skills.

LetterRip
 
Old 11 November 2007   #4
Learn about topology either way, sculpting from a cube can get some nice results, but really GOOD results are generally achieved by starting over a clean base.
Learn about topology, edgeloops and edgeflow, build your head, THEN start to sculpt over that if you want. Anyway, that´s how i see it.
 
Old 11 November 2007   #5
tanks for the help all, I went on wiki.blender.org and found a link to a site with premade objects (including a full female figure) so I'm working off of that right now I actually have the face finnished now, and started to work my way down. now I'm on the breasts.... and I'm having trouble getting them into the proper size and shape. but thats just a trial and error thing that I'll eventually fix...

on a side note:
hair: there are two ways to do hair to my knowledge: a pollygon in the general shape of the characters hair, and using particles to create hair strands, which do you suggest for a game environment?

by the way I can't find the sculpt mode listed in my version of blender... I'm using 2.42a. and I know quite a bit about the science of faces so I was Ok there I'm just not fluent enough with blenders interface yet to create my own from scratch..

thanks for your help, I've learned quite a bit in blender this week!
 
Old 11 November 2007   #6
Sculpt is in 2.45 (and 2.44).

If you wanted a prebuilt figure you can use makehuman which has a premade character whose proportions you can adjust with sliders, and then export to Blender for final tweaks.

LetterRip
 
Old 12 December 2007   #7
still onto the point of how to make my characters hair, what would you suggest an object in the shape of her hair or actual hair strands?
 
Old 12 December 2007   #8
For any game tech, you want to be very lean on your polygon and compute cycles budgets. Sculpted meshes are polygon-fat, and many particle effects can gobble CPU cycles if not specifically designed for game use.

Better to learn to model low-to-medium polygon counts first, because the results not only fit a game environment better, but the skills will be the foundation for more complex work with sculpted models. Rigging and skinning a low-poly model is a lot easier than something dense like a sculptable mesh, as is UV mapping and texturing.

One you have a grasp of fundamentals, you can expand into areas like normal mapping, which can use a high-poly sculpted mesh to "shape-map" a much lower poly count game-friendly model.

For game models, hair is best done using tried and true techniques like texturing large polygon "masses" with painted hair, employing alpha channels for transparency to get the "feathery" look hair should have. If the Blender GE is fairly up to date, you'll be able to spend plenty of polygons on your model's "wig," and may be able to incorporate some kinds of game physics for realistic hair motion ( I'm basing this on my experience with the Unreal 2/2.5 GE -- maybe Blender's isn't as advanced?) In any case, particle-based hair may be great for render-to-file projects, but I doubt it's efficient enough for game use.
 
Old 12 December 2007   #9
Current SVN has tangentspace normalmap baking. You can sculpt, retopologize (using retopology paint or just projecting geometry onto the object), then bake the detail from the sculpting mesh to a normalmap for the new mesh.

Blenders GE can currently only handle relatively small poly counts, and it is not recommended for anything other than prototyping (although some rather fun games and demos have been done with it).

LetterRip

Last edited by LetterRip : 12 December 2007 at 08:42 AM.
 
Old 12 December 2007   #10
Originally Posted by LetterRip: Current SVN has tangentspace normalmap baking.
Bravo! Any links to examples yet?
 
Old 12 December 2007   #11
Originally Posted by chipmasque: Bravo! Any links to examples yet?


http://blenderartists.org/forum/showthread.php?t=110889
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Old 12 December 2007   #12
http://www.montagestudio.org/video_tutorials/
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Old 12 December 2007   #13
Talking

I've decided I'm going to do a "mix" of an object in the sape of her hair with particles on the outside to add the "texture". rather than just attaching a picture to the faces... it should cut down the polly usage to a point where a modern system can handle it aka: gamecube (which I would like to use to test the final game)

ok lots of questions this time:

speaking of gamecube, if I export my game as a ".nendo" will that allow me to play it on a nintendo system?

also speaking of exporting a "game"; does "game blender" come with blender3D 2.42a or do I have to download it seperately? if so where?

and if not how do I access it?


also with the above questions:
I coming to the point where I should be looking through game engines now, I'd like to make my own but don't know how yet. I might use game blender if I can making it do what I want.

my game is a 3rd person/ 1st person (zelda-like) action adventure ("zelda-like" meaning; no levels) this game is also going to be non-commercial, I plan to make this game purely for my portfolio.

so if you have any suggestions of game engines to use, please speak up.

thanks!

and also, nobody seems to have noticed who my character is yet, if you don't know I'm not telling!

Last edited by joshex : 12 December 2007 at 06:35 AM.
 
Old 12 December 2007   #14
The Blender game engine is part of the main blender binary (press PKEY to run it), there is also a seperate standalone version of the game engine in the same location that the binary was installed.

I'm not sure how well particles work in the game engine.

nendo is not Ninetendo nendo is the format of a rather old modeling suite.

To run on a nintendo you would need to get a developers kit from Nintendo (which costs a fair amount) so that isn't likely an option for you.

LetterRip
 
Old 12 December 2007   #15
"p" seems to run a game (start game) thats already made (if one is made and loaded). and the stand alone version listed as "blender player" wont run for me...

I am guessing I need to actually program this game my self in order to do anything like that, I don't have the skills to program quite yet...

all I know is xbasic, and very little of that... I suppose it could be done with "IF THEN" statements...(joke of sorts)

that would be funny a whole game made out of IF THEN statements!

anyways, any help? and again any ideas of which engine might work best for me based on what I said about my game above?
 
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