Im not a bit happy with the face texture… I feel I’m at a dead end here… gonna restart it for sure. The shdaed version has character, the textured version looks dull and mean, not my intention… but hey, here’s the clothing textured, version one.

Im not a bit happy with the face texture… I feel I’m at a dead end here… gonna restart it for sure. The shdaed version has character, the textured version looks dull and mean, not my intention… but hey, here’s the clothing textured, version one.

looking good derby, thought i would post my face texture, to mabey help you out abit, feel free to take a skin sample and make a brush for the skins actual texture base.
I took a high res photo and took skin samples and made a seamles pattren, then spread it all over the texture before i began…
also in maya paint the under eye area where u see the purple and white dots on my texture, and paint the upper eyelid area, the cheak area, freckle area and lip area, in diffrent colors like this.

this is more of what my final product looks like.

good luck, and its looking good derby.
some more shots of char02, the opponent of my other character.
mistakenly left reflection on the blinn that is on the mask, oops.
still working on the basic clothing, then will add wrinkles and weight.

…very interesting threat…that´s my try so far…
h**p://www.angelfire.com/psy/digidim/body_wip.gif
*=t :rolleyes:
Excellent sculpting! I’d also like to see just the cage, if you have a screenshot of that… it’s so much more informative concerning the topology, if we can see that clearly. 
I’ve been a lurker since the beginning of this thread.
I know a little bit about 3d. Tho, i learned alot from this thread.
kryoboy: how did you model your character ??
It doesn’t look like subds or poly by poly ! Spline modeling ? :hmm:
Thx 
LÃ
here´s a screenshot of the cage…btw. the model is “quadsonly”…that´s how i like to model…
h**p://www.angelfire.com/psy/digidim/body_wip2.gif
…that´s the face so far…eye lashes and brows are made of polys…
h**p://www.angelfire.com/psy/digidim/face_wip.jpg
i have another question… so, this is going to be hard for me to explain… mostly from my lack of knowledge…
Steven Stahldberg says on page #2 (of this thread) that
he goes from poly to subds to subds to poly while modeling.
Now, i am just modeling in poly and converting to subds (to see it smooth) and doing UNDO to change it back… but that’s probably bad i know (well, it doesn’t feel right) and there’s probably a better method, right ?
hum… I know there is subds to poly in the modify menu… should i use that ? and how do you use it ?
Is there another method ? What r your technics of modeling?
Can someone just tell me in point form ?
thx
LÃ
Originally posted by ZenMaster
Is there another method ? What r your technics of modeling?
Can someone just tell me in point form ?
I use CPS…(you can get it at Highend3d.com)…it creates a copy of the polygon mesh and applies an optional smooth and triangulate operation to the new object. When you modify the original geometry you can view the smoothed/triangulated result update instantly.
There´s is also a little nifty script called Spin Faces i use very often…it changes the direction of the edge between 2 polys…very usefull!
It´s working like Lightwave´s Spin Quads >>

hey I guess i could show you guys my skills.
I ain’t going for realistic, it’s actually an exercice for practice since it’s the 2nd head I model… well, it’s started that way…
I am modeling a woman from Enki Bilal Comic books, the one with green hair, in “Le sommeil du Monstre”. Don’t have scan, sorry !


Cheers to you all,
LÃ
ZenMaster:
I have done spline, high poly, and sub-d modeling and i feel i am somewhat skilled in them all, but after exploring many possibilitys of modeling, i found modeling in polys, and getting results in proxy or sub-d form. Alot like steven.
I have dual monitors, so i setup a panel tear off, and full screen it on my extra monitor, and put up a smooth proxy move it off and create another camera so i can see what im modeling in low and high poly at the same time, on diffrent screens.
I keep everything quads for now, i prefer stevens method but, i dont feel it will fly well with many entry level job entrys. I hear they like to see quads. could be wrong and also keeping quads for mentalray reasons. Sub-D’s renders soooo much better than smoothed polys, especially with shadows.
Also i concentrate on looping around and flowing with the muscles and bones in the mesh and also every edge is placed with reason, and i try to use every edge to favor as much anatomy as possible, without densing the mesh more than needed. Sub-D’s really shine there. I keep everything on the 0 level.
practice using edge loops to bend topology flows in favors, will result with alittle more knowlege about topology, and also allow for less geometry with excellent detail especilly with Sub-D.
It realy helps for good modeling.
anatomy anatomy and more anatomy =D, cant get enuff.
About the converting, sometimes I use Undo, sometimes I just use Modify>Convert from Poly to SubD and back.
About quads, as long as you work as low-res as you can, you can usually apply 1 smooth and it’s all quads (in order to show it to the company your applying at).
kryoboy: thx, I really aprecciate it ! excellent answer !
For your vampire model (that you posted in wires), you have converted subds to poly ? It looks like splines ! Maybe it’s app that you’re using and i can’t recognize if it,s poly or smooth or something else.
Digidim : thx, I do use CPS tools. I didn’t read the manual yet ! I know i am missing out on some good fonctions. I also use MJP tools.
The procedure for a modeling technique would be; After the poly modeling is basically done, I convert to Subds and continue adding details ?!
But If I concert from subds to poly, it adds alot more polys !? It changes my topology, not completly but… Also, every polys convert to quads. So, is that alright ? Should I continu to work with it ?
I’ll try to it out and learn !
Thx poeplez,
LÃ
ZenMaster, it is shown in SubD with level 2 crease. I work in Maya and use all quads, so my SubD will render in mentalray.
But If I concert from subds to poly, it adds alot more polys !? It changes my topology, not completly but… Also, every polys convert to quads. So, is that alright ? Should I continu to work with it ?
Ok, When you convert to Sub-D the result is exactly the same as you would get when you do level 2 smooth, with keep boarder options unchecked in the polysmooth option box.
To fix your problem.
In the Sub-D to Poly Option box make sure you have it set on vertice and not adaptive, this will keep the conversion back and forth the same.
Mr. Stahlberg… I´ve finished my modeling and I don´t want to screw my modeling when I start doing deformations. How many joints do you use for the spine?? Do you use ribs??? An economical-joint aproach or an anatomy-realistic one??
Thanks for sharing your expertise with all of us in this community.
nelsonteixeira: I found a very good site, explaining a nice setup, which most ppl will know from his great animation “PAN”.
kryoboy: your skinshader is coming along fine, but actually I thought the color wasn’t textured. I would add more overall skintone in the texture, more variation if you will.
What I meant with my comment about not being happy with the skintexture, was simply that I didnt like the design… I’m not detailing yet… I will get to that.
I’ve followed this thread from the beginning and feel like this is the best place to get advice on figure modeling. Here’s my latest attempt created from concept art rather than photographic references. Far from finished. The collar bone and neck definitely needs major reworking. Any advice on other areas?

Derby :
Excellent link, I remenber the dancing video of this guy, but I didn’t know there was a site web explaining the technique. Thx for the link. 
allenatl :
Your topology is clean and seem to be all quad, its a nice job! You right that you got a problem with the collar bone, I think you should refer to the following picture from the free section of 3d.sk to see that you have to make the collar bone more horizontal. A adjustement on the inclinaison of this bone might help alot. Good luck. Also when arm reach the horizontal position you get an movement in the clavicle that should raise the shoulder higher.
http://www.fineart.sk/wallpapers/aneta_wallpaper.jpg
nelsonteixeira :
Will be interresting to see the Steven’s answer but I guess its hard to define rule about number of spine bones. During the last month I read many books and Siggraph paper with the objective to find good documentation. Well, I might share 2 excellents books that I use as reference in my current project :
Character rigging : Learning Maya - Character Rigging and Animation
Facial Expression: Stop Staring - Facial Modeling and Animation Done Right.