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3 Dimensional Chat / Human character model WIP thread

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Shadow Coderer
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Location: UK
Posted: 18th Apr 2007 22:48
Yes well... what the title says.
This model is intended to be combined with the head model I showed a little while ago, which some of you might remember (it was the awsome one! ). If you can't tell (then my model sucks! ), he (yes, he) is wearing a long trench coat with a hoody underneath. You might have to use your imagination because those foul stumps will soon be hands, and there is no texture yet. Also, he is missing shoes. So comments, critiscisms and witiscisms are all welcome, and I would greatly appreciate any advice or suggestions that you have. Here are the various renders and wireframes for you to appreciate.



Thank you!

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Reality Forgotten
FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 18th Apr 2007 23:08
look sgood mate, I would move the eldow verts closer to the shoulder though, they will make the model look like an Ape when it's animated..


Cheers,
Dave


Shadow heart
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Location: US
Posted: 19th Apr 2007 04:14
looks good
cloths: I would suggest adding a hood and making the cloths a bit baggier like the arms, so theres some more space for the hands

to the ones thats trapped inside of you, this is it!!
Shadow Coderer
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Posted: 19th Apr 2007 22:11
Adding a hood? There is one! Its obviously not as noticable as I would have liked. Thanks for the comments, I shall fix the soulder verts ASAP.

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Deathead
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Posted: 21st Apr 2007 17:41
I see it!
on the 3rd images

Check in today!-PLS
Shadow Coderer
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Location: UK
Posted: 27th Apr 2007 23:27
Yes, yes, sorry for the delay in updating this, I can see you were all shocked and concerned about the time it has taken... So, what has changed?
- The shoulders have been altered per request
- Shoes have been attached
- Hands have been added
- The tri count has increased to 1434
- The hood is STILL there, hopefully more of you can see it in the new images
- The 'flaps', for want of a better word, of the coat are well and truly up - as you can see. This is so that I can model the rest of it without interference, since Gamespace can't ignore faces like other modellers can.
- The model is finished but for the texture, and subject to your critiscms and advice, of which I hope you will provide plenty.




Please, no matter how harsh, offer your opinions and suggestions. Thanks!

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Blobby 101
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Location: England, UK
Posted: 28th Apr 2007 23:29 Edited at: 28th Apr 2007 23:29
well, for a finished person i seems as though something is missing, but i can't quite put my finger on it... aha! yes... the head.
edit: just realized you posted about the head at the top.


thanks to deathead for the sig!
Projects: alien abductor-5%
Shadow Coderer
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Posted: 29th Apr 2007 12:20 Edited at: 29th Apr 2007 13:14
Yes, it is true. The head is missing at the moment, but is completed too, not including the hair. I shall therefore edit this post and attach an image.


The head ways in at 712 polies, and when I add the hair, it will infact be my first human character model.

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
hessiess
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Joined: 30th Mar 2007
Location: pc!
Posted: 29th Apr 2007 16:24
head topolagy looks good
Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 29th Apr 2007 16:27
good work on the head, try changing your normal groups on the lips to give more definition between them.

You need to work on the arms a bit more, they look too long, and too cylinder like. Tilt them down and inwards to create a more relaxed pose and add in some definition by tweaking the verts you already have.

I don't have a sig, live with it.
Shadow Coderer
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Posted: 1st May 2007 22:55
Quote: " try changing your normal groups"

Pardon? I know what normals are, but I didnt know they had groups, and I'm confident that Gamespace can't do... whatever it is your suggesting.
I have tried to alter the arms, but I mean really, at the end of the day, they are cylinder-esque, and clothes do nothing to detract from that. As for length, they are based on reference images, so I wont be changing that- but have altered the width to give the illusion of being shorter. And tilting them down is easier said than done. They arent rigged yet, so I would have to play around with selections, rotating vertices and other such marlarkey for no particular benefit that I can see... atleast not from a modelling perspective.
Thanks for the comments on the head, but already those pictures are out of date, it is continually being tweaked for perfection, I'm pleased to say.
I will post more visual updates tomorrow, I have coloured parts of the model to give a better idea of which clothing is where. But now, I'm supposed to be revising, so I can't show any progress tonight. Thanks again!

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Shadow Coderer
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Posted: 2nd May 2007 19:22
New images! Again! Starting to wonder if anyone cares!
So, basic colour render with additional updates as mentioned above. (this is certainly NOT the final texture, I hope that I can pull off something more realistic in GIMP...)

And an updated wireframe:

I will now strive to make hair for the head, tweak any flaws of either body or head - as per your critiscisms and, then start the texture. Yes, I am slow at this, but I want it to be perfect, and am somewhat of a stranger to the whole thing compared to most of you.

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Manic
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Location: Completely off my face...
Posted: 12th May 2007 17:44
arms aren't really cylinder shape, they twist and have definition. have a look at the model I've been working on for almost a year now (uni hasn't left me much time for modelling) click here

The reason for the relaxed pose is to make rigging more realistic, and easier, especially on the shoulders.

Normal groups or smoothing groups are basically collection of polys that are grouped together to form a smooth surface together. By putting two different groups next to each other you can create creases in the model along edges, meaning you can sort of fake detail and bring out the shape of the model more clearly.

I just did a quick search, and it looks like gamespace doesn't support it, which is a bit lame. sorry about that.

I don't have a sig, live with it.
Shadow Coderer
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Posted: 12th May 2007 19:34 Edited at: 12th May 2007 19:36
Thanks for the information! I like your model, but would like to point out that the arms of the coat on mine arent supposed to be skin tight, so a lot of the definition is lost.

To be honest though, I was hoping to let this thread die and start again, purely because noone seemed interested. But I s'pose now you have revived it, I can post a few updates so bear with me everyone!

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
tyrano man
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Location: Battle City - Kalspher :)
Posted: 12th May 2007 20:17
I personally think you should add the head on now. Then UV map it. unless your thinking of doing headsets, the way morrowind does.

Seppuku Arts
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Posted: 12th May 2007 20:28 Edited at: 12th May 2007 20:28
I like the head, well done on that one mate. with the torse, add some bumps here and there (in relevant places) you should be able to do that with your current geometry (perhaps a little more on the arms) try to show how the muscles effect the cloth a bit more...plus the arms should be wider anyway, unless the character literally has no muscles

Good work matey, that's a good bit of modelling, the topology/geometry works and is pretty much correct.

Look behind you a threeheaded monkey!
Shadow Coderer
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Posted: 12th May 2007 20:51 Edited at: 12th May 2007 21:26
Wow thank you! I wait a week for responses, then when all hope is gone, three come along at once!
@tyrano man:The head will have a seperate map anyway, because it will need more detail than other areas.
@Seppuku Arts: Bumps and muscles will be altered! Having looked again at the images, the arms look stick thin. Ah well, I shall alter them, move them into a more relaxed postition for rigging and - assuming there is nothing else to be changed- shall start the uv mapping and texturing phase. I'm getting all excited at the prospect.
In addition, prompted by the excellent feedback, I shall post a shot of the hair-in-progress.
EDIT: As promised, a hair render. (A small amount of imagination may be needed, as the texture will in theory give slightly more strand definition. Comments wanted!


"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
tyrano man
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Posted: 12th May 2007 21:52
Kwl love the hair

Seppuku Arts
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Posted: 13th May 2007 12:28
Hair looks fairly good. would be nice to see the alpha mapping and texturing in the end, probably the most annoying bit about making hair

Look behind you a threeheaded monkey!
Shadow Coderer
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Posted: 13th May 2007 18:59 Edited at: 13th May 2007 20:58
Quote: "would be nice to see the alpha mapping and texturing in the end, probably the most annoying bit about making hair "

Absolutely! And although making the texture is surely going to be painful, the worst part is not really knowing what the hair will look like until its alpha-mapped and textured.
However, it is reassuring to hear you say that, tyrano man!
Thanks guys.
EDIT: And yes it is an edit rather than a double post for bump purposes!
A wireframe of the hair from the back. Why, you ask? Because, I reply, I am somewhat concerned about the shape and style at the back and want your advice on it. So any comments on the style, modelling, shape etc. would be usefull. Thank you!


"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Trinity Pictures
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Posted: 14th May 2007 03:42
looks good

Artist/Modellor of Encrypto Studios

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