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[wip] modelling... #202895
04/17/08 22:27
04/17/08 22:27
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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Posts: 8,939
planet.earth
trying to create a model once again ;\)
it took me around 3 hours till now...


the highpoly version is at ~8000 polies (i may be optimizing the mesh sometime, there is a lot possible i believe)

lowpoly is ~2300 polies and looks nice, too



www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: [wip] modelling... [Re: ello] #202900
04/17/08 23:15
04/17/08 23:15
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
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Toast  Offline
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T

Joined: Sep 2007
Posts: 1,093
Germany
While this looks good I don't really know why you did give so few polies to the rather important head while in contrast to that many for the hands & breasts. Or do you still plan to work on that?

Enjoy your meal
Toast

Re: [wip] modelling... [Re: Toast] #202904
04/17/08 23:22
04/17/08 23:22
Joined: Aug 2002
Posts: 572
Toronto
MadMark Offline
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MadMark  Offline
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Posts: 572
Toronto
I don't know, looks like a pretty good distribution of polygons for an in-game mesh. Why use more than you need? Just watch out for texture stretching around the hip area where the legs and torso meet.

A wise man once said, "Make it as simple as necessary. But no simpler."

Mark


People who live in glass houses shouldn't vacuum naked.
Re: [wip] modelling... [Re: MadMark] #202906
04/17/08 23:33
04/17/08 23:33
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
Absolutly fantastic ello, great concept and very well proportioned overall.
Just the hands need a little bit of work.

Re: [wip] modelling... [Re: Nems] #202931
04/18/08 06:12
04/18/08 06:12
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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Posts: 8,939
planet.earth
thanks for your crits. the head is still not there, just the concept. and nems, you are right about the hands. those still need a bunch of adjustments


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: [wip] modelling... [Re: ello] #202932
04/18/08 06:36
04/18/08 06:36
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Bielefeld, Germany
A very good general shape!
You can reduce the symmetry of the parts of the arms and legs, later.
The limbs have different 'weight' inside and outside, at their front side and back side, whether it is a leg, arm, hand or a finger.

To adjust the hands shouldn't be too difficult: just increase the size of the palm, then increase the size of two fingers and move the middle finger including its root to round the palm a bit.

Re: [wip] modelling... [Re: Pappenheimer] #203213
04/20/08 13:16
04/20/08 13:16
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Unique style IMHO, the poly flow looks correct too thus for a 3 hours jobs, this is nice \:\) \:\) !!

Cheers

Frazzle


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Re: [wip] modelling... [Re: frazzle] #203234
04/20/08 16:10
04/20/08 16:10
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Posts: 4,875
legs are too far apart, same for the shoulders. wdth and shape of arm-body-junction looks wird, like bad one transpormation (->armpit). palms too small, wrists too fat. too few muscles on the upper arm, too many on the lower.

Re: [wip] modelling... [Re: broozar] #208831
05/29/08 20:38
05/29/08 20:38
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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Posts: 1,988
Canadian, Eh
I like it... good basic shape.

Keep up the good work.


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Re: [wip] modelling... [Re: DLively] #208835
05/29/08 21:27
05/29/08 21:27
Joined: May 2006
Posts: 90
England
TigerTao Offline
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Joined: May 2006
Posts: 90
England
Very nice for 3 hours work.

I agree with broozar on his observations. Is this set to a skeleton? If not you may find difficulty in skinning the character to a skeleton if this is your bind pose. Keep to a T-pose thus allowing vertices to meld to a bone without melding also to another bone that is not in the same limb.

Also add one more line of vertices to the waist for a smoother spine deformation and one more line of vertices respectively below the diagonal groin to hip lines of vertices. This should allow the hip to keep its structure while the upper leg can bend more from the extra line. Sorry if that sounded confusing.

Keep it up smile

Last edited by TigerTao; 05/29/08 21:36.
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