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3 Dimensional Chat / Human Model, C&C wanted

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AndrewT
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Posted: 8th Sep 2007 17:43
I'm working on a basic human body model. It's by no means my first, but it's my first that actually looks somewhat like a person. The face still needs a lot of work. C&C is welcome.

Pic 1:



Pic 2:



Pic 3:



It's 492 polies, 916 tris.

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Penfold
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Posted: 8th Sep 2007 17:48
Very nice. and as you seem to be keeping it low poly the face will probably do. Teh texture will make all the difference.

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AndrewT
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Posted: 8th Sep 2007 17:57
Thank you, I'm unwrapping it right know. We'll see how that turns out...

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AndrewT
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Posted: 8th Sep 2007 18:37
UV map is done! It didn't turn out that bad, surprisingly! Now, onto texturing...

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Seppuku Arts
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Posted: 9th Sep 2007 01:23
That's not a bad low poly model - the general structure seems to work (despite some geometry around the groin area and the use of tris - but that don't matter as it'll be all in tris in the end)

I'd probably suggest going into more detail if you're computer is capable of handling more detailed models in a game scene - but with a good texture it'll fit right into a game I'd say.

However, one problem you will have is animating those shoulders:

Here is a low poly mesh by a 3D artist called Stahlberg that might be a handy reference for parts (most particularly the shoulders)

http://forums.cgsociety.org/showthread.php?f=208&t=377693&page=1&pp=15

I shot the sheriff
AndrewT
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Posted: 9th Sep 2007 03:19
Thank you very much! I'm working on a crappy laptop, and I generally tend to optimize my game dev for my computer, so I'm not gonna put much more detail in. I'll take a look at that mesh, thanks for the link.

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mastercheif 193
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Posted: 9th Sep 2007 04:25
Looks very nice.
AndrewT
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Posted: 9th Sep 2007 05:05
Thank you!

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Flashing Blade
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Posted: 12th Sep 2007 16:46
Nice low poly work.

Is it going to be animated? If so you might need at least 1 more edge loop round the elbows and knees. And as Seppuku mentioned the shoulders may need work; looking at that armpit vertice you can imagine the whole chest caving in when the character moves his upper arm.
Good stuff though - I like low poly models. It's becoming a dying art with the power of computers now, which is a shame, because there is a real skill in making a low poly model that looks good and animates smoothly.


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hessiess
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Posted: 12th Sep 2007 23:38 Edited at: 12th Sep 2007 23:39
use more polygons! mainly on the torso

learn blender, you will never regret it.

Deathead
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Posted: 12th Sep 2007 23:45
@Hessiess: the model is fine.

hessiess
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Posted: 13th Sep 2007 00:30 Edited at: 13th Sep 2007 00:31
Quote: "@Hessiess: the model is fine.
"


for a very old game, yes it is.

currently it dusent have enough geometry to animate well, and the topology around the crouch is wrong

and why is the top of the head flat?

learn blender, you will never regret it.

Penfold
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Posted: 13th Sep 2007 10:36 Edited at: 13th Sep 2007 10:38
Quote: "currently it dusent have enough geometry to animate well"


Don't think he said anywhere he was actually gonna animate it.

Quote: "use more polygons! mainly on the torso"


,maybe you should have asked if the model is intended to be high or low poly first?

Quote: "the model is fine.

for a very old game, yes it is."


What do you mean for a very old game? How do you know he's not going to have thousands of these on screen at once? How do you know he wasn't trying to make a low poly model?

Quote: "and why is the top of the head flat?"


why don't you ask questions instead of presuming. you could have use the following instead, *If your not going for a low poly object you could add some to the head to make it rounder* rather than making yourself out to be a jackass.

<edited> Try complimenting on the good parts first, then make suggestions for improvement (not this is wrong statements).

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Deathead
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Posted: 13th Sep 2007 11:21
this probably why he wants it to be polygon crazy,
Quote: "Biog / Interests:


3dcg,manly high poly modaling and engineering. "


AndrewT
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Posted: 13th Sep 2007 22:27
Just to clarify, I made this strictly for practice with no intention of animating it. However, I will take everyone's comments into consideration when I really do start modelling characters for a game.

Let's see how many people actually take the time to read this...
hessiess
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Posted: 13th Sep 2007 23:39 Edited at: 13th Sep 2007 23:41
Quote: "this probably why he wants it to be polygon crazy,
Quote: "Biog / Interests:


3dcg,manly high poly modaling and engineering. ""


i am not suggesting making it 'polygon crazy' i am saying it would look much better with a few more polygons cairfaly placed
Quote: "
Quote: "and why is the top of the head flat?"

why don't you ask questions instead of presuming. you could have use the following instead, *If your not going for a low poly object you could add some to the head to make it rounder* rather than making yourself out to be a jackass."


the head already has enough polygons, they are just plased badly making it flat

learn blender, you will never regret it.

el zilcho
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Posted: 14th Sep 2007 01:43
proportions are good. well done

just needs a few tweaks.

AndrewT
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Posted: 14th Sep 2007 02:31
Thank you very much, el zilcho. That will help me a lot

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el zilcho
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Posted: 14th Sep 2007 23:21
no problem
Alucard94
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Posted: 15th Sep 2007 12:32
ALL HEIL EL ZILCHO! OHHUMA HAMA HEID! OHHUMA HAMA HEID! HEID! HEID! EEEEL ZILCHO!

I have no idea why I just said that but it made me want to bow infront of someone :S

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??
Seppuku Arts
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Posted: 15th Sep 2007 22:16
Actually Hessiiess' points are valid, if he's practising, it's still a good idea to consider animation, as it is good practice - also by getting a good polygon flow it'll look better as well - I think the torso poly work is fine if it's a low detail low polygon character, which do come in handy even though today's technology allows you to push to polygons more (except so much in RTS games or stuff that's crowded if you're using Direct X 9 or Open GL 1.5)

Of course, it's the shoulders than need the most work in my opinion, whether or not he's animating it, it still needs some work (even from El Zilcho's demonstration)

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Penfold
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Posted: 15th Sep 2007 22:37
Also depends on the feel your looking from the model

Using el zilcho's image as a reference.

Left picture is more manga style (ninja-esque dynamics)
Right picture is more average real type person.

Again my opinion..

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hessiess
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Posted: 16th Sep 2007 11:24 Edited at: 16th Sep 2007 11:24
this should help with the proportitions



learn blender, you will never regret it.

AndrewT
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Posted: 16th Sep 2007 19:20
Thank you Hessiess.

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AndrewT
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Posted: 18th Sep 2007 02:59
Okay, I've done some work on it, including a zombie texture:



Any comments on it?

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AndrewT
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Posted: 18th Sep 2007 03:59
I added an axe:



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Penfold
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Posted: 18th Sep 2007 10:09
Very nice. I like it *a lot*, just something to think about.. do zombies carry axes? there more a throat ripping biting searing flesh kinda thing.

and maybe a little less red on the head so you can see a bit more shape perhaps.

Very nice though.

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AndrewT
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Posted: 18th Sep 2007 13:54
Lol, you're right about the axe, just thought it'd be fun to make.

As for the head, I'll see what I can do. Thanks.

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hessiess
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Posted: 18th Sep 2007 21:24
mutch better, can you do a side on render? the neck dusent look quite right, but it may be the camara angle

learn blender, you will never regret it.

AndrewT
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Posted: 18th Sep 2007 22:28
Sure. Here ya go:







I think I know what you're talking about with the neck.

Also, you've probably noticed that there's a large texture seam on his side. That's because of the way I unwrapped him. Does anyone know how I could get rid of it??

Let's see how many people actually take the time to read this...
hessiess
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Posted: 18th Sep 2007 22:54 Edited at: 18th Sep 2007 23:14
Quote: "Also, you've probably noticed that there's a large texture seam on his side. That's because of the way I unwrapped him. Does anyone know how I could get rid of it??"


paint one edge of te texture to exactly match the outher edge, not easy, its easer with lower res textures

your neck would rilly benefit from afew more ploys


here's my human carictor, its fairly acurate

http://uploader.polorix.net//files/908/side%20head.jpg

learn blender, you will never regret it.

AndrewT
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Posted: 18th Sep 2007 22:59
Ok, thank you Hessiess.

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Deathead
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Posted: 18th Sep 2007 23:35
Nooooooooooooooooooooooooooooooooooooooo! What have you done! The texture is great but I hate smooth and high poly models!(Don't ask me why!) Actually it may be becuase of I mostly model for games.

AndrewT
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Posted: 18th Sep 2007 23:44
Well, 2.5k isn't exactly high-poly. But I see what you mean. I like low-poly, too, and I model for games too, but I couldn't help but notice how much better it looked after a sub-surf. I'll try to keep my next model low-poly, as I really do like that look.

Let's see how many people actually take the time to read this...

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