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3 Dimensional Chat / Human Character Model Thread 2 WIP - Vaguely Final Fantasy-esque?

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Shadow Coderer
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Location: UK
Posted: 27th May 2007 20:45 Edited at: 27th May 2007 20:48
Yes, I am slow at modelling. However, I hope that though small these updates be, you have lots to say about them anyway!
So here are some points of emphasis.

- I became sick of the trench coat with hoody combo and have tried an alternative with a high collar instead. I am very interested to know which one you prefer.

- I would also greatly appreciate some advice on polygon optimization, since losing a few can't hurt!

- I didn't get much critiscisms or comments on the hair in the last thread, and I wish to get more feedback on it...

Thanks!

"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: 27th May 2007 21:22
I prefer the high colar

Xenocythe
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Location: You Essay.
Posted: 27th May 2007 21:31
Your coming along very nicely! Great work!

I prefer the high color.
The polies aren't that high, but it looks great anyways

For the head, the hair is very cool. Nice job on that.

Suggestion: down the middle, snap the vertexes together, weld them, then smooth the faces. Thats how it works for Milkshape.

What program are you using?




But I must say, you are coming along very, very nicely. Your models looks very good

Shadow heart
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Posted: 27th May 2007 22:00
you are coming along nicely.../

to the ones thats trapped inside of you, this is it!!
Shadow Coderer
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Posted: 28th May 2007 00:23 Edited at: 28th May 2007 00:32
2 votes for high collar - at which I am slightly relieved!
@xenocythe: Thank you! I am using gameSpace, despite its limitations but I also have milkshape, should I need it. As for the welding and smoothing, are you refering to the head and its seam? Because this is caused by gs mirror modeller, and is only temporary. For future renders, I'll try to prevent that! And I have to agree with you, I like the hair too!
Everyone: Please be aware, the basic colours are temporary, not the final texture. I am still keen to hear your views arent the clothing issue, even if you don't like either of them!
I will try to add some more images tomorrow, so goodnight for now.
In addition, I'll aim to find more time for modelling and improving this character. Until tomorrow!

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
hessiess
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Location: pc!
Posted: 28th May 2007 11:01 Edited at: 28th May 2007 11:04
why is there a seem on the face?
can you post more wireframes?
looking at your frunt wire i would say that the geomatry is to close together on the sholder joint. becose of this it wont anamate well.

learn blender, you will never regret it.
Shadow Coderer
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Posted: 28th May 2007 13:02
I was told to move them closer together so that they would animate better!
Anyway, a wireframe as per your request:

Its quite big...
As for the seam, its caused by gamespaces mirror modeller, and will not stay on the finished model.

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
hessiess
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Posted: 28th May 2007 13:25 Edited at: 28th May 2007 13:27
two tests 1 with the loops far apart:.



learn blender, you will never regret it.

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hessiess
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Posted: 28th May 2007 13:26 Edited at: 28th May 2007 13:31
2 with the loops closer together



the bottom one has more isues with the mesh overlaping, to be able to anamate the joints well you need to study how the joints work, sholders are the most dificult joint on the entire human body!

the modal looks verry good, you are going to have some problems anamating the cote. fabrics are verry dificult

learn blender, you will never regret it.

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Shadow Coderer
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Posted: 28th May 2007 20:21 Edited at: 28th May 2007 20:22
Your right about the coat... my idea is to keep it simple, not too many ripples or flow but easy, smooth movements. Partly because I'm lazy, and partly because gamespace would choke at the very mention of cloth physics.
I can see what you mean about the joints but you clearly rigged that tube when it was straight, whilst the arms of my model are at a rough 45 degree angle, which will likely lessen the effect of closer geometry. I will make changes, but during the rigging and joint testing phase rather than now.
Thanks for your advice!
Oh and hessiness, which coat style do you prefer?

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
hessiess
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Posted: 29th May 2007 12:25
i think the collor looks better

depends how mutch the arm is going to move, but from personal experiance it is a lot easer to rig a modal with the arms pointing straght out, if the arm needs to move to the extrems of what the joint can do in real life then it has to be rigged pointing straght out.

for the cote rig with lppps of bones floing the horisontal loops. if you flow the vertical edges then as soon as you start to anamate it,the cloth looks like rubber becse it stretches alot, unless you are verry cerfal.

learn blender, you will never regret it.
Shadow Coderer
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Posted: 29th May 2007 12:57
Again, I was told that rigging them in a relaxed position is better!
Thanks for your advice - that be 3 votes for collar!

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Person99
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Posted: 30th May 2007 10:34 Edited at: 30th May 2007 10:35
I vote for the collar too. Not even Doctor Who goes without a collar.

Who will die first?
Oddmind
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Location: Atlanta, Georgia
Posted: 30th May 2007 22:07
Use half loops for the joints. no need in wasting polys that aren't useful.

If you want to model like square, take out a side or two on the legs and coat sleeves, and use a lot of alpha mapping to get your details across. Same for the hair. Alpha map the hair.

Mike Inel
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Location: Sa upuan ko po...
Posted: 4th Jun 2007 09:33
The legs are short... I guess...

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