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Male template
#223302
08/23/08 10:54
08/23/08 10:54
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
OP
Rabbit Developer
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OP
Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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This is an template I just finished. I will base all my male models to this template, or construct suits and assesories to this body. Hands and feet are not done, since I normally add them after deciding what type of shoes and gloves I will add (easier to do them spot-on rather than over the "skin" at least and with shoes, I hardly ever put the toes or other parts visible with the model). He has no head either. This is because I will always model heads separately. Every face is different so it's easy to just append and put on rather than remove, redo, remove, redo   If you want this quicky-doo base please PM me with reason and project you will use it, I will contribute this later (when our project is done), but cannot do that now, because it will still go trough alot of alterations and corrects. I will update this thread (and this post) with finished models.
Last edited by Inestical; 08/23/08 11:06.
"Yesterday was once today's tomorrow."
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Re: Male template
[Re: sebcrea]
#223327
08/23/08 14:20
08/23/08 14:20
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Joined: Mar 2003
Posts: 3,010 analysis paralysis
NITRO777
Expert
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Expert
Joined: Mar 2003
Posts: 3,010
analysis paralysis
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There are some rules in modelling characters that will make your life easier try do to the arms and legs 8-9 quads in scope and don't forget the muscles. What do you mean by that? 8-9 quads in scope? I thought the model looks pretty good for a template. Definitely not professional but good for any game. I think you should elaborate a little more about what he should do to improve it. One thing he absolutely did do correctly was keep it in quads. That way there will be no problems if someone wants to subdivide it later in zbrush or other displacement. So if he were to optimize the model now, any subsequent subdivisions might make an unfixable high-res mesh. You could also retopologize the model with much less polys. Having a good form such as this one would be a good model for retopolization. Anyone could use blender's retop tools to make a lower poly version. I think it is pretty good.
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Re: Male template
[Re: sebcrea]
#223334
08/23/08 15:00
08/23/08 15:00
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Joined: Mar 2003
Posts: 3,010 analysis paralysis
NITRO777
Expert
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Expert
Joined: Mar 2003
Posts: 3,010
analysis paralysis
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But it seems to be a problem for alot of people here in the forum to take advices. They mostly say they know it all but most of the stuff they show us is not up to the standards 5 years ago. I agree. But some people on this forum dont listen at all comparitively. I dont think that is the case with Inestical, this model is useable. Judging by your work I would say that anyone here should listen to your advice. Thats why I said in the last post that you could be more specific. I still dont know what you mean by 8-9 quads in the arms and legs.
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Re: Male template
[Re: NITRO777]
#223347
08/23/08 15:39
08/23/08 15:39
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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there are too many polygons unecessary , specially for real time game. Take example on an AAA game that show a good example of well used polygons "Gears Of War" : Gears Of War 3D Model Wireframe
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Re: Male template
[Re: ratchet]
#223353
08/23/08 16:13
08/23/08 16:13
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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I've been working on a template recently as well. My template is aimed more towards a sculpting base so you dont see any definate face yet, but as you'll see there is still a muscular structure there. the muscles wont always be visible directly but the structure isnt 100% about what you can see as much as its about how it deforms for animation. right now my template can have a rig attached to it, set the rig to bone heat, and viola, its all set, no bother for changing effects of different vertex groups etc. it deforms perfect. You character shows good proportion for a realistic human but I really would think about the idea of add a bit of a structure too him. On my pic ive done a quick redline to show the flow of the musculature, and and hope you'll attempt to envision how that would deform. Ratchet is of course right, it is very polygon heavy, I'd take a look at trying to reduce some in the torso (probably 4 or 5 edgeloops both vertically and horizontally. and on the arms greatly, you only need probably 5-8 vertices around the arm with the "extruded edgeloop" technique that you seem to be using. overall, the model has some good form, but the actual topology of the model needs some work.  
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