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3 Dimensional Chat / Low poly human

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Alucard94
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Posted: 26th Feb 2008 17:15
So I had my go at some organic modeling by following a video tutorial and hey! I am done!
So yeah this is my human character completely modeled in blender and is housing a number of 1264 polys.
And I am also going to use this guy as a uvmapping practice object in blender.
So yeah enjoy

Wire:



Solids:





As always feel free to critique it or just leave a comment. And yes btw there are a bit of triangles in this mesh but most of them are just there to make the character deform properly in animation. Although the face has more triangles than it probably should have but I can fix that later.


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BenDstraw
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Posted: 26th Feb 2008 17:54
are you can add sub-d or any smooth groups to him? hes looking pretty faceted at the moment

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Roxas
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Posted: 26th Feb 2008 20:47
Look really good!


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Opus
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Posted: 26th Feb 2008 21:12
Looks a bit like that x-men character, Cyclops. Even with the exaggerated superhero's anatomy, it looks very accurate. Which video tutorial did you use? It looks like I am a couple of months behind you in learning to use Blender.

On the other hand, today I am learning how to model a vase full of flowers. Oh joy!

Seriously, it looks good. If you have any problem areas, they aren't apparent to me at my current level of knowledge.

Eternal student in search of knowledge. But will settle for the occasional epiphany.
JimB
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Posted: 26th Feb 2008 21:14
hessiess
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Posted: 26th Feb 2008 21:38
with the arms starting at such a vertical angle it would be hard to rig, especially if the arms need to rise above shoulder height.

the http://www.montagestudio.org/ tutorials are very good, but try to design your own character from scratch now

Alucard94
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Posted: 26th Feb 2008 22:21
Hessiess:
That is all taken care of Trust me I have already tried it ^^

JimB:
Yes that's the one or you can just use the direct link at http://www.montagestudio.org/video_tutorials/

Opus:
Yes that kinda super hero looking effect was what the reference was pointing too so thanks

Roxas:
Thanks!

BenDstraw:
Yes it is looking sharp now, but if you look at the model it is meant to look that way because it is a lower detailed model in which the texture and/or the normal map will bring out all the detail in.


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hessiess
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Posted: 26th Feb 2008 23:37 Edited at: 26th Feb 2008 23:38
the refarance image has allot of detail, far more than you could model into a lo poly character. try to model/ sculpt a high poly version with all the details, then bake a normal map onto the lo poly.
as of the latest SVN blender can bake tangent normal maps between meshes

Alucard94
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Posted: 26th Feb 2008 23:43 Edited at: 27th Feb 2008 09:38
Hessiess:
Yeah I was going to do that As soon as I am able to to lol

EDIT:
By the way does anyone know any good Blender uvmapping tutorials? I am searching myself and have found acouple but they don't really do it... anyone?


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RUCCUS
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Posted: 28th Feb 2008 14:06
Alucard yes the texture will bring out detail, but if you dont change the smoothing groups you'll still get that faceted look on the texture. Unless thats just the renderer you're using right now. Looks like a good mesh but I agree with Hes, should've posed him better, but if you've gotten it animated then no worries.

Alucard94
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Posted: 28th Feb 2008 14:22
Well, yeah sorry, I was being a noob, because well... I am(that is my excuse for everything... ) I am just using this model for uvmapping practice so I really do not care about the faceted look at the moment.
And hey that was my first try at an organic model


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Roxas
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Posted: 28th Feb 2008 17:13
Alucard ive watching your modelling.. And all i can say you learn really fast! If this is really your first then all i can say is dang.. You do better work than me


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Alucard94
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Posted: 28th Feb 2008 18:25
Well, Roxas thanks and all but hey, you pwn me big time so do not even go there


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Alucard94
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Posted: 29th Feb 2008 11:48 Edited at: 29th Feb 2008 13:24
Another test character, made this by myself, my thought was that he would be this kinda big beefy bulky armored guard guy(kinda like a troll)with a hammer instead of his right hand, I drew a reference for myself which I use to model him but I really do not want to post that reference here because, yeah, I suck at drawing.
So this is what I have so far, still have to do the big hammer like hand and most of the armor, and the head of curse.



EDIT:
Made the hammer thingys, I like the way he's coming out I've desided to name him Grustof Teh Brawler ^^




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Alucard94
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Posted: 29th Feb 2008 13:34
Going to take a break for awhile from modeling as I just pulled an allnighter and I am tired X_x


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Roxas
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Posted: 29th Feb 2008 14:09
Wow


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Alucard94
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Posted: 29th Feb 2008 14:10
Lol, thanks (I know I were supposed to sleep but... COFFEE!! )


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RUCCUS
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Posted: 29th Feb 2008 15:50 Edited at: 29th Feb 2008 15:50
You're getting good at this

Heres a draw over I did of what I'd do to fix up the mesh a bit. Nothing big, it really isnt all that necessary, itd just make it flow a bit better.



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Alucard94
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Posted: 29th Feb 2008 16:25
Thanks Ruccus! Getting right at it!


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Alucard94
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Posted: 29th Feb 2008 16:38 Edited at: 29th Feb 2008 17:44
Hmm the head... I have no idea how to start... really no idea. Tricky...

EDIT:
Damn the head is tricky, what do you guys use for methods for modeling heads, and do you have any tips? Any help is appreciated.


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Phosphoer
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Posted: 29th Feb 2008 20:48 Edited at: 29th Feb 2008 20:49
I'm not too great at modeling heads either, but I've found I get best results when I do it poly by poly, instead of box modeling.

Try laying out the edge loop of a human face, I usually start with an eye, extrude out a bit to get an eye-loop started, then make a long line of verts down the center of the face. I extend curves from each of the vertices of that line along the flow of the human face. Sorry if that's confusing, these links should help explain:

http://e2-productions.com/repository/modules/tutorials/files/Edge%20Loops%20for%20Faces/edge_loops_for_faces.htm[href]null[/href]

http://e2-productions.com/repository/modules/tutorials/files/A%20Better%20Face%20Tutorial/a_better_face_tutorial.htm

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hessiess
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Posted: 29th Feb 2008 23:01
just make the edge loops follow the mussel/ skin flow an you wont have any major problems.

poly by poly is rilly the only way to achieve good edge flow on faces

BenDstraw
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Posted: 1st Mar 2008 06:08
perfectly possible with box modeling

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RUCCUS
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Posted: 1st Mar 2008 17:29
Take a box, subdiv it once vertically down the middle, once horizontally down the middle, and twice vertically down the sides. Scale it to your head's proportions, and start deforming. This method almost always keeps good edge loops if you know what you're doing, but it can be difficult to pick up at first.

Alucard94
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Posted: 1st Mar 2008 18:35
Thanks for all of your tips people! Ruccos your way seems to work for me, let me work alittle on the head and I will have an image soon(welll "soon" enough)


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Alucard94
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Posted: 1st Mar 2008 23:32
This is how much I have done for the head so far, he's so pretty isn't he? You just wanna kiss that pretty little mouth lol But yeah I was kinda going for that trollish dumb look, still need to add some good teeth but as I have to sleep at the moment I cannot do it right now.
And the edgeloops are basically hell but it is my first try without a tutorial.










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Posted: 2nd Mar 2008 00:55
Sebastian- The legs are two short, the nose is to high and perhaps a bit to far sunken back and the wrists are doing something weird. Other than that it's amazing!


Cheers,
Dave


Kamil Graphics Designer
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Posted: 2nd Mar 2008 01:10
I think that's amazing! But can I ask to see like the front or side view of your "drawing" example you uploaded into Blender, just to see how you did it and stuff... Most likely your a lot better then me, I can't even make a circle. Let alone an oval! :/
Venge
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Posted: 2nd Mar 2008 02:43
Quote: "I can't even make a circle"


Ummm...Press space, then click add->mesh->circle...

Modelled and rendered in Blender. Free software ftw.
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Posted: 2nd Mar 2008 02:54
haha, so close but so far away. seems to be the motto these days.


Kamil Graphics Designer
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Posted: 2nd Mar 2008 03:52
Umm Venge, it's to be saying I can't draw for crp so I asked to see the drawings he made for reference for his hammer hand guy. I too have come to the conclusion to draw out my own reference, BUT I SUCK AT DRAWING! Dx
Alucard94
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Posted: 2nd Mar 2008 10:39
The face is meant to be that way Dave And the legs, he isn't supposed to be very proportional


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RUCCUS
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Posted: 2nd Mar 2008 16:21
I disagree, I think the leg length is great. If he was a human type character then maybe a bit longer but even then not much. The head turned out great, although I'd consider moving it down and having his neck muscles go up to around his ears like the hulk, but thatd be a lot more work and not really necessary for a practice model.

Do a google search for poopinmymouth tutorials, itll show you a lot.

Accoun
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Posted: 2nd Mar 2008 16:30 Edited at: 2nd Mar 2008 16:31
Quote: "I can't even make a circle"

Well, someone said that in whole history of art there was only one painter who could draw a circle, so you aren't so bad ;-P

Make games, not war.
Alucard94
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Posted: 2nd Mar 2008 17:03 Edited at: 2nd Mar 2008 17:05
Ruccos, yeah I have seen some of his tutorials, they are great, and I just love the name of the website lol , I'm going to see to them ones more to see if there is any thing useful there.
Oh and if someone has some good uvmaping in blender tutorials it would be nice if you linked them I just can't seem to figure out how to do it.


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Alucard94
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Posted: 2nd Mar 2008 17:46
I can't friggin understand blenders "LSCM" unwrapping thingy!! AAH!! I can't even find any good tutorials on it! X_x


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Xenocythe
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Posted: 2nd Mar 2008 18:25
Alucard, your coming very long in such a short amount of time. I think your a natural born Jon Fletcher, or bond1


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RUCCUS
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Posted: 2nd Mar 2008 18:34
Maybe try Wings 3D for uv mapping, its got a pretty solid and easy to figure out system.

Pet A Mizzle
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Posted: 2nd Mar 2008 18:38
What is UV Mapping?
Phosphoer
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Posted: 2nd Mar 2008 19:29
Alucard - Think of it like this: You have to unfold the model onto a flat piece of paper. Obviously you can't do that without making some cuts, so use Ctrl-E to mark edges as 'seams' which represent where you'd cut to help unfold the model

Blender's UV mapper is very nice once you get the hang of it.

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Alucard94
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Posted: 2nd Mar 2008 19:37
Xenocythe:
Yeah, I wish!

Ruccus:
I might do that, Wings 3d is very nice

Phosphoer:
That's what everyone is saying in every damn tutorial I find, but I just don't get it, when I try to make my seams they all just f*ck up the uv's...


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Alucard94
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Posted: 2nd Mar 2008 20:52
Okay I think I got this thing with blender unmapper... Tell me what you think of what I have so far.





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hessiess
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Posted: 2nd Mar 2008 21:15 Edited at: 2nd Mar 2008 21:19
Blenders uv mapper works very well ounse you have the seems set up correctively, but untill you get uset to it, its a pain to use.

besides experimenting, this is the only tutorial I used

http://www.blender.org/education-help/video-tutorials/modelmateriallight/

your UV's look OK, although tray could do with abit of manual tweaking.
try:
add->image->click uv test grid->look for any bad deformations on the mesh-> move UV verts around as nesosery.

Pet A Mizzle
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Posted: 2nd Mar 2008 21:26
What is UV?? Dx
BenDstraw
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Posted: 2nd Mar 2008 22:45
@Pet A Mizzle: UV mapping is where an object is textured using a flat representation of your object.


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hessiess
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Posted: 2nd Mar 2008 23:01
pet a mizzle: see video tut link in my above post

also try using an SVN buld, the UV tools has been improved and merged with edit mode.
http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=596

Pet A Mizzle
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Posted: 2nd Mar 2008 23:07 Edited at: 2nd Mar 2008 23:23
Ohhhh!! That clears So much up for me, I feel like a total dumbass Lol. What does UV stand for?

I don't like it! It's so hard and complicated Dx!
RUCCUS
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Posted: 3rd Mar 2008 00:28
In 2D space you have an x and y axis, in 3D space you have an x, a y, and a z axis, in texture space, you have a U and a V axis. Its just what they're called AFAIK.

Pet A Mizzle
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Posted: 3rd Mar 2008 00:30
Oh okay I get it now, is there an easier way to color the model other than UV mapping?

~Petamizzle.
Venge
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Posted: 3rd Mar 2008 02:41
It's actually u, v, and w(normal) I think, before I threw my directx game programming book across the room I remember reading that...

Modelled and rendered in Blender. Free software ftw.

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