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 / making a human

Author
Message
RichMan
18
Years of Service
User Offline
Joined: 24th Jun 2006
Location: West midlands UK
Posted: 27th Oct 2007 12:39
hi all, I was wondering, what do methods do you use for making humans in 3d? I'm still working on mine but I used make-human to get the shape I wanted and I'm using that as a 3d reference image . I just need to do the head and make the wrists better then I'll post a screen shot of it. So how do you do it? I tried 2d reference images but it really didnt work for me

'Making safer worlds through superior firepower' - UAC
Insert Name Here
17
Years of Service
User Offline
Joined: 20th Mar 2007
Location: Worcester, England
Posted: 27th Oct 2007 13:37
Extrude extrude extrude.
Not the best way to go about it...

Nya!
hessiess
17
Years of Service
User Offline
Joined: 30th Mar 2007
Location: pc!
Posted: 27th Oct 2007 14:29 Edited at: 27th Oct 2007 14:31
2d images work perfectly, but thay take time to line up.

closly study the mesh of the make human modal before dooing the face.

the topolagy on a human modal MUST BE PERFECT, if it is slightly bad it often wrecks realisam the whole modal

learn blender, you will never regret it.

RichMan
18
Years of Service
User Offline
Joined: 24th Jun 2006
Location: West midlands UK
Posted: 27th Oct 2007 17:42
thanks for the tip, I'll be sure to have a look when I try it next. How many polys usually do your people turn out then? I remember somewhere it said that they should be about 3000-4000 polys for a game but with todays uber computers I'd thought they could be more now...

'Making safer worlds through superior firepower' - UAC
hessiess
17
Years of Service
User Offline
Joined: 30th Mar 2007
Location: pc!
Posted: 27th Oct 2007 20:49
3.5 k absolute minimum, anuthing less just looks bad. you should be able to have up to 5 k esaly, and 10k if you only recwire a 1/2 on screen at once. the gforce 7600 can manage up to around 150k ploys on screen, newer cards would obviously manage more.

learn blender, you will never regret it.

Sloan
17
Years of Service
User Offline
Joined: 6th Oct 2007
Location: this forum
Posted: 27th Oct 2007 21:09
First things first...are you using quads or tris? 3000 quad model will look better than a 3000 tri poly model. Second, know the engine. Game engines vary so you will have higher poly counts with newer and more advanced engines because they take advantage of the newer graphics card capabilities. For FPSC you are not going to be using too many 10K models. Gears of War, on the other hand, which uses he Unreal engine 3, uses 15K polys for some of its main characters and enemies.

Lastly, while make human can give you a good start, you will have to make adjustments for clothing and proper edge loops. Do research on how the pros do it, you'll be surprized how much you can learn. Good luck.
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 27th Oct 2007 22:06
The average Gears of War character was about 8k-10k, then of course they had all sorts of crazy texturing techniques on them to make them look as brilliant as they do. For the average game, about 4k is the average for a humanoid As hessiess said, you cant mess up the shape of a human because quite simply, everyone knows what a human looks like! The proportions have to be -perfect- in order to make the model be a believable human to a viewer. So... strict use of reference images and lots of studying! For animation, knowing the muscle structure of a human (especially for facial animations) will help BUCKETLOADS. I thought those biology classes were completely useless, until we started animating in my 3D classes at college. Knowing muscles helps astronomically!


Join Our Forums and get game updates faster!
RichMan
18
Years of Service
User Offline
Joined: 24th Jun 2006
Location: West midlands UK
Posted: 27th Oct 2007 23:52
cool thanks I'll spend some time over the next week looking at these muscles. It seems logical now I think of it but I hadnt thought of it before lol.
I'm using a next-gen style engine so I should be able to get about 10k ish I'm soon going to be updating my graphics card to the Nvidea 8800 or something along those lines so hopefully graphics card related performance issues shouldnt be too much of a problem after then, I've got a 6600 atm.

I'll do some research of pro modelling in the morning (its getting late now)

thankyou for all of your advice and information it is greatly appreciated

RichMan


'Making safer worlds through superior firepower' - UAC
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 28th Oct 2007 00:53
The obvious answer would be the old, when a mummy and a daddy are deeply in love they...but I'm sure you know the facts of life.

Now for something helpful...

Right, I made a basic character modelling tutorials - it's not for humans, but what you learn should be very useful when applied to humans...I would follow up with the making of 'the demon' but unfortunately the forum where I got some of the most helpful pieces of advice has been privatised. Anyway, what I have below should get you started, 3D character one provides a link for some fantastic character references and the written parts of my tutorials there are points to consider that also should be helpful alongside the main tutorial)

3D Character modelling for absolute beginners.
http://seppuku-arts.66ghz.com/seppuku05/index.php?option=com_content&task=view&id=15&Itemid=1
3D Modelling Basics (With modelling methods - can be useful when approaching an object...you may find certain methods work better in certain situations)
http://seppuku-arts.66ghz.com/seppuku05/index.php?option=com_content&task=view&id=15&Itemid=1

Good luck mate.

I love Nancy DrewG, but not insert brain here
JimB
22
Years of Service
User Offline
Joined: 21st Sep 2002
Location: UK
Posted: 28th Oct 2007 01:06
Have you seen my character model guide http://forum.thegamecreators.com/?m=forum_view&t=113406&b=3

Its for GameSpace but most modelers will do.
RichMan
18
Years of Service
User Offline
Joined: 24th Jun 2006
Location: West midlands UK
Posted: 28th Oct 2007 11:47
thankyou for those links both of you, they are very helpful, they have some really useful tips and are just great lol

thankyou

'Making safer worlds through superior firepower' - UAC
calcyman
17
Years of Service
User Offline
Joined: 31st Aug 2007
Location: The Uncertainty Principle
Posted: 31st Oct 2007 23:07
I roughly remember Da Vinci representing the human proportions. Try to include the golden ratio as much as possible, as it occurs in nature, and is supposed to look aesthetically pleasing.

Your signature has been erased by a hyper-intelligent pan-dimensional being (a mod)
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 1st Nov 2007 04:41
Well you see, when a 3d man loves a 3d woman...

Alucard94
17
Years of Service
User Offline
Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 1st Nov 2007 11:40
xD

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??

Login to post a reply

Server time is: 2024-11-26 02:26:20
Your offset time is: 2024-11-26 02:26:20