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3 Dimensional Chat / my first charactor attempt

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henry ham
17
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 3rd Mar 2008 19:36
hi all ive been teaching myself charactor modeling ,this is what ive come up with sofar, still needs a lot of work but i wanted to get some c & c from you guys.











cheers henry

BenDstraw
19
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Joined: 21st Dec 2004
Location: Arizona
Posted: 3rd Mar 2008 23:00
This is nice start but the reason your mesh has those weird quirks(under the nose,by the armpits) is because your mesh needs some tweaking.

I suspect you have some triangles especially around the armpit area. Try to keep the triangles at a minimum some in the right places can be a good thing(for animation) but generally sub-d doesn't like triangles


-Dreams of Art Mastery Brought Me Here-

henry ham
17
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 4th Mar 2008 00:08
BenDstraw thanks mate removed some of the triangles & it looks a lot better now

cheers henry

BenDstraw
19
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Joined: 21st Dec 2004
Location: Arizona
Posted: 4th Mar 2008 02:08 Edited at: 4th Mar 2008 02:08
no problem


-Dreams of Art Mastery Brought Me Here-

Adamu Sensei
16
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Joined: 9th Mar 2008
Location: Fujimi-Machi, Japan
Posted: 9th Mar 2008 17:55
One thing you might want to keep in mind when making low poly characters is to keep it at 3 or 4 sides or verts per poly (preferably 3). I see in your eye socket it has 8 sides. Here is an example of what I mean:


Keeping things with 3 or 4 makes game engines handle it alot easier and also keeps your wireframe cleanliness up. The way it calculates things is based on tri's (3 sided polygons), so when you go to animate if you have more than 3 sides it will still calculate it as if it were 3 and place edges basically wherever it feels like it to conform to that. Which means you'll get crazy shadows going where you dont want them. Basically, just be careful on your wireframe and try to keep it neat.

Of all the conflict in the world, the one most interesting to me is Mario vs. Sonic.

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