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Truus
#141014
07/13/07 23:34
07/13/07 23:34
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
OP
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OP
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Joined: Oct 2004
Posts: 4,134
Netherlands
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Well I started designing a low poly human for the second time, and I think it turned out pretty well, though improvements can always be done of course. The face looks a little cartoony, not very realistic, and that was ment this way. The clothing does look realistic but once I thought of a game to make I will replace it with more cartoony like clothing. Also tried making it usefull for easy non-jerky animations but I think I failed on the knee and elbow, missing a few more verticles. Anyhow, here are some pics: On the last pic she didn't yet had a... what do you call it in english... thing on your belly, I fixed that as you can see in the second picture ^^. I left out the other obvious details such as boobs and stuff (sorry eXciter) since she probably will wear cloths all the time. So if you got some constructive comments, it would be appreciated  . EDIT: oh yea, done in 3 days, 1 day for the body and clothing, and 2 days spended on the skin x_x
Last edited by Jostie; 07/13/07 23:39.
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Re: Truus
[Re: mpdeveloper_A]
#141018
07/14/07 05:11
07/14/07 05:11
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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@Dennis:  Haha, Yea I already thought the dutch people around here would notice that. But you don't need to cry about it  And ZOMG please cut down or put some enters in it for the sake of the post layout  @Michael: Wha? And you too cut that quote down to a few HA-HA's!!!  @mpdeveloper_A: Well, the polycount is inclusive all clothing and stuff. Most verticles have 8 to 10 faces attached, and the hair has double proportion even, because it has texture on both sides (the hair is copied, flipped and merged). I'm not sure if this is a good way to make a model, 8 to 10 faces per verticle, and if anyone has tips to improve this it's apreciated. I wouldn't have any idea where to cut away and merge verticles. Yea the hands and feets have very very low details but thats okay for now  I mainly try to put the details in the texture and keep the hands as low poly as possible. But this indeed might be a little exaggerated  . I'm not happy with her body texture either, but it's hard to think about what and how it needs to be improved. I have already improved it twice, this was an older version:  As you see I made the skin more dark/red and a little more color variation in the face, but it's still not the perfect result I'm looking for. To my opinion it's a good improvement, but how can it even be better? Also, the character has been mirrored on one side (well, I see andvari do this all the time so I guess this is the right way  ) but then I can not add shadows next to the nose and under her chin, at least not without a shadow on the other side as well. If more people can help me out with some usefull tips and hints, thanx in advance  hehe.
Last edited by Jostie; 07/14/07 05:16.
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Re: Truus
[Re: phil3d]
#141021
07/14/07 14:55
07/14/07 14:55
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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HI Truus,
If you don't mind I'd like to give you a couple pointers that will help you alot in the long run. Just a few things that if you learn and do right away will make your modeling go alot faster and animation much easier.
You have two things going for you in this model.
1- Low poly 2- A Nice even skin that matches well, which means you laid out your UV's nicely.
Heres my suggestions:
1- Always work in quads, there are many methods to modeling, but I believe that if you build a model entirely out of quads, when first learning, you will have a stronger foundation for anything else, then if you work in tri's or nurbs.
2- Regardless of your method always space your verts evenly through your model. This will reduce the amount of problems when animating, as well as let you have a more clean palette for UV's and Paint Weights.
3- Make yourself a 8 by 8 black and white checker texture, and apply it to your model when youre done adding geometry. when you've finished your model you'll have alot better understanding of how your UV's and polys are laid out if you cover it with a checker pattern first.
Sorry for the speech and I hope you have a great time modeling. Good Luck!
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
__________________________________
yours truly
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Re: Truus
[Re: oldschoolj]
#141022
07/14/07 14:57
07/14/07 14:57
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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Oh one more thing and I dont see people doing this very much at all. Try building your hair out of tga images that have alphas. Not only will you have a fulll head of hair in the end, but you will probably use less polys then if you try to make hair out of a poly object.
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
__________________________________
yours truly
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Re: Truus
[Re: oldschoolj]
#141023
07/14/07 17:03
07/14/07 17:03
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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Thanx for the comments  Well first of all, here are a few wireframe pictures. the eye, ear and lips are just images from google blended into the skin  .   @Phil3d: yeah have to agree on the second picture, or maybe monika lewinsky's skinny version  @oldschoolj: 1 - Maybe, but gamestudio doesn't handle quads  I didn't construct the model in MED but imported into MED, and since there can be errors with the conversion of quads to triangles (such as wrong way of diagonal cut) I constructed the model in triangles imediately, making sure this wouldn't go wrong. 2 - I'd like to have an example for my model on this 'evenly spreaded verts', the head needs more verts than the body, so what exactly do you mean with evenly spreading? 3 - Hm I'm gonna try that next time, sure a good hint  4 - About the hair, well I can be wrong with this, but aren't a few more verts way faster than processing tga sprites on a model? I thought using TGA (especially when using transparancy) will reduce the fps dramatically. Plus you will get wrong z-buffer issues when several tga's move in front of each other (this was the case with A6, don't know with A7). Thanx for the constructive comments and I hope the wireframe and unwrap can help you more to help me 
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