Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Base Mesh practice

Author
Message
MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 27th Jun 2007 23:53 Edited at: 27th Jun 2007 23:54
Just practicing making some human models. Trying to make a good base so I'll be able to tweak it easily without adjusting uvmaps or anything and have a nice reuseable base mesh.

The one on the right was just practice, and probably won't get finished. Obviously I was working on muscle definition. The one on the left I'm planning on texturing, hopefully today or tomorrow.



[edit] All was done in wings3d of course.



A book? I hate book. Book is stupid.
(Formerly Yellow)

Attachments

Login to view attachments
indi
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Jun 2007 12:40 Edited at: 28th Jun 2007 12:41
I think your making vast improvements mate.

If you feel just under your peck or chest muscle you will notice the pectoral connects very close to the bicep.

Also when i was doing body building which i have recently started again the top and bottom of the six pack comes in later as you lose body fat. Its more realistic to define the middle two and then the lower and upper bands on the stomach.


keep up the good work, thats real progress so far.



MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 28th Jun 2007 21:10
Thanks Indi, I think I've come a long way since my last work in progress post. The main thing is also speed. I think I did both of these models in the time it took for my last human.

I think I'm going to slap a texture onto one of them and see what I can do with it. I've found some other nice concept art that I can use to get a real good looking human. In the future, I'm going to try using blender or Hexagons sculpting tools to get the muscles just right.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 28th Jun 2007 21:50
Ah your old WIP...a quote I saw there was a naive me thinking Hexagon would be totally awesome:

Quote: "I've heard about that over at the forums, as long as I can paint, displacement map paint, UVMap and use the modelling tools I used in the vers 1 demo, then to me its bug free"


Then the bugs stood in my way in some place

Anyway, you have come quite far - I actually thing the base mesh is fine - you will only need to tweak it to something more anatomically correct - I mean okay it isn't perfect, but it works. Could we have a wireframe shot?

If your geometry is fine, then you can just move things around on the model to work it better - my solution there would be to use Hexaon 2 or Blender (whichever you're using for sculpting now) to tidying it up and get things in the right place. (Bump, ident and smooth displacement brushes will work, though Zbrushes 'move' brush would be ideal, but you can move parts vertex by vertex)

Good work, gives me some inspiration for which program to use when creaing my 'Zero-budget low poly character tutorial' - which I have been planning to do for a little while.

Support the return of Cow-Fishing! Hook up Paris Hilton and die!
MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 29th Jun 2007 01:49
I've attached some wires if you'd like to look. Hexagon's soften brush is quite nice for creating some differenet looks for my model. Had quite a bit of fun with that. Hexagon 2 is still just okay for me, once they fix a few bugs and I properly learn the UV tools, it'll be a great tool.

The geometry of the model is decent, I did a lazy smooth on it to get the quality I have now. Actually geometry of the low poly model is decent, but this represents closer to what of the final product, so enjoy!




A book? I hate book. Book is stupid.
(Formerly Yellow)

Attachments

Login to view attachments
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 29th Jun 2007 14:48 Edited at: 29th Jun 2007 14:49
Looks slightly messy in my opinion and lots of unecessary polygons. There is a general structure for low poly character models that will improve this - I am going to try and demonstrate what I mean, but with the condition of my monitor, it will be very difficult - so if I don't suceed, wait a couple of weeks until I get a new monitor. (Holiday for one week, and it'll probably take me a week to get one)

[edit]

Legs look as though some one has used the Joan of Arc tutorial, that's good, though I don't normally start from the legs like that tut does.

Support the return of Cow-Fishing! Hook up Paris Hilton and die!
MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 29th Jun 2007 20:10
I always start out with the torso, but I use to always use to do the legs. Usually I'll do torso, legs, arm, and then finish with the head. Any help would be greatly appreciated.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 29th Jun 2007 21:25 Edited at: 29th Jun 2007 21:42
cool cool, I also start with the torso too - unfortunately I failed my attempt (It sort of worked, but looked terrible) - because it'll be two weeks at least before I get a new monitor, I'll see if I can draw what I mean.

[edit]
Couldn't draw it right, but I found a few images on my photobucket that might help.

Notice how regular the form of the geometry is there, though there are still unwanted polies and some overlap from the rig. (Ignore the legs if you want, I don't think the way I've done it there is the best technique)



Dunno if this wire will help with anything, but I'll post it anyway.



These two aren't wires, but may help with forming the torso (The second one is a high poly Zbrush model, so don't pay attention to the chest bumps)





As for the legs, I can do this in paint:




Hope it helps.

Support the return of Cow-Fishing! Hook up Paris Hilton and die!
RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 29th Jun 2007 21:31
The legs and arms are good, but in terms of animating, the torso needs a lot of poly changes. Its great for just a still model, but by the looks of things once you rig that to a skeleton and try to bend the torso around, you'll get some weird artifacting with the polygons.


Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 29th Jun 2007 21:47
Oh and here, I've gone over one of the unwired images with possible a wireframe



Support the return of Cow-Fishing! Hook up Paris Hilton and die!
MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 30th Jun 2007 07:58
Cool thanks guys.

@Ruccus
Yeah, the model on the right is done as is. Animating that one would indeed be a mess.

@Seppuku, those wires will help a lot for whenever I do my next models. Hopefully others will take a peak in this thread and learn a little bit more(or in my case, pay more attention) to the polygon flow.



A book? I hate book. Book is stupid.
(Formerly Yellow)

Login to post a reply

Server time is: 2024-11-26 06:25:09
Your offset time is: 2024-11-26 06:25:09