nf-model-wip

Discussion in 'Art' started by OMEN, Aug 21, 2010.

  1. zenarion

    zenarion Member

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    Get your model back to maya, or is it 3dsmax you're using.
    That is no good. Look at some references, look at some other game meshes, and rework that.
    Also, post some wires so we can crit them as well.
    AND post in a 3d developer forum. CGTalk, polycount, 3dtotal is fine for that, get some good help there as well.
     
  2. MOOtant

    MOOtant Member

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    Try Zbrush for character artist (tutorial). They explain how to do initial mesh in Maya and then how to refine it. It's very easy to screw up something as complicated as human body.
     
  3. flasche

    flasche Member Staff Member Moderator

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    to me the basic mesh looks "wrong" already. by wrong im mean not like people i know do it. but this might not be an issue, i have no clue whatsoever, i suck with arts :(
     
  4. Deadpool

    Deadpool SVETLANNNAAAAAA

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    it's too tall and skinny, looks alien, faces are rounder.
     
  5. Demented

    Demented Member

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    You mean it looks like Brink?
     
  6. flasche

    flasche Member Staff Member Moderator

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    see, the wireframe looks almost the same all the time. thats what i meant ...
    [​IMG]
    [​IMG]
     
  7. Chris0132'

    Chris0132' Developer

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    Yes indeed, with characters you have to build them with the polygon structure like that otherwise they won't animate very well, also they won't subdivide very well either and that structure is the most efficient with regards to the detail/polycount ratio.

    Character modelling is an entirely different discipline from other modelling.
     
  8. dizzyone

    dizzyone I've been drinking, heavily

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    Heres a good example of how to do face edge flow:
    [​IMG]

    The whole point behind what moo is saying is that at an early stage you need to have proper edgeflow before you can continue refining, and its far easier to do that in a polygonal software package.
     
  9. zenarion

    zenarion Member

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    Those loops don't really matter unless you're gonna animate the face of the model. Which you won't do in Empires.
    What you need to get right for sculpting is polygon destribution, and general shape.
    What you also need, is some reference of humans, and practice of sculpting.
     
    Last edited: Dec 1, 2010
  10. MOOtant

    MOOtant Member

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    Getting general shape right is hard when you're simply moving polys around and not using reference of any kind. That was the point not the subtle details like what edge loops and where. OMEN has to learn/train more.
     
  11. OMEN

    OMEN Member

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    no time at all right now - job searching and wrapping up all my freelance.
    i need to buy a tonne of hard disks and some other crap - probably wont do anything until the new year at least.

    i havent done any people modeling at all, anything before was messing about and not saved.

    overall my modeling ability can be rated at 12/100 ... i will learn and do this shit !
     
  12. meg griffin

    meg griffin Member

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    And you forgot to mention that you have to drink all that beer from amsterdam....
     
  13. OMEN

    OMEN Member

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    the beer was from Belgium, it's now gone.

    im working on a perfect roast potatoes + marinated chicken recipe that is relatively simple and fast to implement.
     

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