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3 Dimensional Chat / Good wireframe?

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Cong
16
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Joined: 25th Apr 2008
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Posted: 19th Oct 2008 12:22 Edited at: 19th Oct 2008 12:25
Hello may i ask is this a good wireframe asd the edges seem too flow in around about he same directions but too me it just doesnt seem right i just cant get it too look human like still any help please?
the weird loops things on him is meant too represent clothes of some sort



thank you
Beast E Gargoyle
17
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Joined: 15th Feb 2007
Location: Sunny San Diego, CA
Posted: 20th Oct 2008 04:41
@Cong- Were you able to get the animations for the elf finished. I would like the model soon. If you need to get, a less spam email I would resigter a new email soon. Thanks.

The Last Great Swordsmen a 3D hack N slash http://lastswordsmen.freezoka.com
BMacZero
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 20th Oct 2008 04:47
Beast E Gargoyle, responding to all of this guy's threads with that is pretty inconsiderate of him and us other forum members. If you really need to contact him, e-mail or IM is great. If this is the only way you have to contact him, at least show some consideration and actually say something useful about his topic.

Unfortunately I can't really follow my own advice, I don't know much about organic modelling. It looks very nice to me, though! Just the lower arm is a bit off, looks way too thin.
Sid Sinister
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Posted: 20th Oct 2008 09:16
@Beast: ...

@Cong: The wireframe looks good. However, clothing is mostly done with bump mapping in order to reduce poly count. Unless you are going to have very pronounced extrusions of clothing (more than a wrinkled shirt), I'd stick to bump mapping. It's hard to tell with your model what exactly your going for. If you can give me a picture (even a mental picture) of what you had in mind for your finished product, I might be able to tell you whether adding the detail into the model, or adding the detail with bump mapping would be better.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Alucard94
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 20th Oct 2008 16:15
You asked if that's a good edge flow or not, and quite frankly, that's not good, what you want is for your model to follow the muscle flow of the human body and still maintain a good poly count. And at the moment your model does neither.
What I would suggest is for you to look at some already existing edge flows of characters online (Like here) and also look at some general anatomy studies to get you familiar with how the muscles flow.
And obviously practice. Learning how to model organic things can be quite the fiddle at first.


Alucard94, the member of the future of the past.
Cong
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Joined: 25th Apr 2008
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Posted: 20th Oct 2008 19:57
Oh okay yes i agree i know the edge flow is terribly now what i was hoping for is a design of medival with armour and that but thats out the window

hopefully i will try my best also is it best too smooth proxy a model or too smooth it manully

thanks

beastyE Gargoyle

like i say iv done all the animations for it but the skeleton isnt rigged onto the character as iv been really busy trying too model

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