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3 Dimensional Chat / I'd like some opinions, comments and crit please

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Agent Dink
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Posted: 17th Apr 2007 05:42 Edited at: 17th Apr 2007 05:44
I've been working on this model for a friend, and so far it's turning out to be my best organic model yet. I'd like some opinions on it though. Are the proportions close to correct, how's the mesh structure, etc.

Don't worry about offending me. Be honest. If it sucks, don't hold back. Tell me, but tell me why.

I'm trying to learn and get better, so I need to know any weaknesses I have that I may be missing due to pride or whatever. It's easy to be biased on your own projects.

Thanks in advance

Here's the pics.







EDIT: BTW, I know his eyes are like half the polies on the mesh, those are just temporary

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Posted: 17th Apr 2007 08:22
his pants seem a tad tight, unless he likes disco

something a bit more like this aught to do

just do something about the crotch, it's tight

QuothTheRaven
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Posted: 17th Apr 2007 08:36
The model itself looks very nice, proportions look good to me and the mesh looks pretty clean, minus the random triangles versus quads here and there. The texture needs a lot of work though; there really isn't much of a texture to him other than simple uv mapping with flat color. I'm assuming that's next.

Agent Dink
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Posted: 17th Apr 2007 13:35
Yeah, texture is next. It's just polygon colors right now just to see how it may look textured. Yeah, crotch is a little tight LOL, I'll work on that.

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Shadow Coderer
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Posted: 17th Apr 2007 22:53
I'd say the crotch is fine. Animating legs with lower riding trousers would be much more diffucult and dodgy.
The model is very nice. Proportions are very accurate so far as I can tell.
One thing I would suggest is that you model with edgeflow in the face, which might be something you could look into for future organic models.
Also, the shoes are comparitively too detailed. They look more detailed than almost anywhere else on the body, which shouldnt be right. You could probably get away with halving their poly count.
Otherwise, its great! What will you use it for? What is the polycount?

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
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Agent Dink
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Posted: 18th Apr 2007 01:16 Edited at: 18th Apr 2007 01:55
Quote: "One thing I would suggest is that you model with edgeflow in the face"


If that's what I think it is, then I think I had attempted it from the start, but perhaps I failed, lol. I will try harder next time.

Quote: "Also, the shoes are comparitively too detailed."


Yes, when I posted the wireframe shot I really noticed that as well. I had pulled them from another model and modified them. I have been putting off remaking them as I wanted to do the more important stuff first.

This particular model is higher poly than I'd probably go with for an in game model, but he'll be in the briefing room walking around or punching some computers in my buddy's game. He isn't really necessary, but I thought it would enhance the scene more, and since nothing too fancy is happening during the briefings, he won't slow it down at all, he's 3180 tris, a tad high, but once I redo the boots and lower the eye's polygons to a resonable amount then he should be ok.

Quote: "minus the random triangles versus quads here and there."


Well, I know you are supposed to work with quads as much as is possible, but I usually use the triangles to my advantage. The model gets triangulated anyhow, I may as well do it the right way, if it's not triangulated properly, there can be defects in the model where things indent improperly and it can really ruin the lighting on the model as well as the contour.

Thanks for all the help and compliments so far guys, I really appreciate it. Makes me a bit more confident of my skills and also helps me to iron out some flaws. I suppose the real test will come when it comes time to animate him. It's always scary to see how the model animates the first time as big changes sometimes have to be made if you did it wrong.

EDIT:

I've attached more images, this time of the head in particular. Nitpick it please I know it isn't perfect or anything.





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Agent Dink
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Posted: 26th Apr 2007 17:52 Edited at: 26th Apr 2007 17:52
I started to rig him this morning, so far he's proving to be rather animatable, which is good. I haven't had to do any tweaking to the mesh yet. Here's a screenshot of him striking attention



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hessiess
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Posted: 26th Apr 2007 20:22 Edited at: 26th Apr 2007 20:22
heres a screen shot of a high poly head im modaling, should give you a idea on how to lay out your edgeloops. the nose on your modal could be inproved alot.



faces are extemly dificult to do well in lo poly, becose thay are so curvy.

curvs eat polys!!!!

unless you are using a extremly old computer, or have a huge nomber of modals on screen, or shader heavy then you shouldent have any problem with 4k polys on a modal like this (its a main carictor right?). i can run 150k poly modals no problem. and its not even a masivly good computer. (in blender, i havent tested in any outher program. it starts to lag at about 155k polys textured)

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Agent Dink
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Posted: 26th Apr 2007 20:59 Edited at: 26th Apr 2007 21:00
Quote: "faces are extemly dificult to do well in lo poly, becose thay are so curvy."


How I know that.

Well, first of all, this model is going into an older engine. 3DRad is much slower at rendering than DBP, so I can't go incredibly detailed. 3dRad always starts to choke out around 30k polygons. This model isn't being used in a very intense scene or anything. He's just meant to be eye candy in the background of a briefing room. He'll be doing things like walking around or using a console or something. Nothing too fancy and I don't think you will ever see him up close.

Thanks for your screenshot. I see you are working with Nurbs, so you obviously aren't working with any limitation on your polygon count. I was shooting for that sort of mesh that you designed, but I didn't go high poly enough to get all the curves you have.

You said the nose could be improved alot on my model, but I'm failing to see how it's much differently structured from your model's nose aside from being lower detail. I might be missing something, so please correct me if I am wrong.

Thanks very much for your comments and screenshots. Just seeing a proper mesh can help me pick out problems on my own. One day I'll have to try going high poly, just to see how it goes.

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hessiess
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Posted: 26th Apr 2007 21:33 Edited at: 26th Apr 2007 21:36


green line, moove loop up.
red, you might want to add a extra loop here.
blue, as its a mail. the airia at the botom of the nose is usaly stics out more than on your modal. move this edge left wen viewd from the frunt. check my modal.

my modal is modald with catmal clark subdivision serfices, i dont know how to modal with nurbs. im to mutch of a perfectionist to modal in lo poly.

its corantly got 25696 verts and 21920 faces.

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Agent Dink
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Posted: 26th Apr 2007 22:15
Ok, thanks for the info

If you want to pick apart anything else feel free to.

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hessiess
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Posted: 26th Apr 2007 23:06 Edited at: 26th Apr 2007 23:06
is this aira dooing anything? it looks a bit messy .

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Agent Dink
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Posted: 26th Apr 2007 23:12
That area allows his pectorals to shape the shirt a little.

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hessiess
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Posted: 26th Apr 2007 23:29 Edited at: 26th Apr 2007 23:33
try to modal 100% quads. its alot easer to tweack the mesh without producing artifacts. its also easer to add more geomatry if this becomes nessoserry.

then convert to tril's before exporting and save as a difarant filename, fix any problam airias in the mesh and export.
Agent Dink
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Posted: 26th Apr 2007 23:48
Well, it's near impossible to keep quads flat. So I triangulate it to see the true mesh. I can then see how it's truly shaped. If I add more polygons to a tri'd area I simply remove the triangle and convert the area back to quads. I don't know how it is in other modeling tools, but TrueSpace can be annoying working with quads, because it's culling removes the quad before it's completely hidden. Also, it renders the quad as if it was triangulated, except half the time it's idea of triangulation is incorrect. So in my opinion with my modeling package its easier to wrok with tris and quads at the same time, depending on the situation.

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