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3 Dimensional Chat / Lowpoly models

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maniac
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Joined: 27th Dec 2008
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Posted: 27th Dec 2008 12:28
Hello merry christams happy new year!








Quantum Fusion
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Posted: 28th Dec 2008 01:40 Edited at: 28th Dec 2008 01:40
Okay, I'm going to be first to comment here

I think you get the basic concepts, but I think the model may be a tad bit too low poly.

I've seen too many people come here and really obsess over low poly this low poly that. Especially people that are just starting out with modelling. And it hampers the way they want the model to look.

I think you should focus on making the model exactly (or very close) to how you see it in your mind, and focus on poly count secondly.

It doesnt mean going overboard on the poly count in the 10's of thousands, but just keep it in the back of your mind, so you dont go overboard.

That way you can work on making the model appear how you exactly want it to.

Also, for character's that are going to be animated, you will want to add more loops around joints (or other places that bend) so the mesh deforms well.

But overall not a bad start.

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Alucard94
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Location: Stockholm, Sweden.
Posted: 28th Dec 2008 01:49
The models do look relatively good, so don't take these comments as offensive.
Your models aren't very organic, you seem to have made them a tad bit "too" low poly and made them too boxy, as can be shown at for example the entire front of the first guy, being completely flat. This can be fixed by doing some manual editing, or if you don't have time for that or just aren't ready for that yet you can remodel the entire model with something like a cylinder. Which makes it a bit easier to keep the model rounded off.

Your model also, because of the boxy-ness, doesn't have very good edge flow, if you don't know what that is it's basically how the edge loops flow with the anatomy of the model, basically, you want the edgeloops to sort of flow with the body of the character, this being very hard to get a hang of at first, and something I'm not entirely good at myself either.

Also your arms on your characters just look plain strange, they're boxy and too thin and don't even really look like arms and the hand, while it's pretty obvious you were aiming towards the "glove" type hand with all four fingers as one and a thump, don't really work since well, there is no thumb.
The head looks pretty alright from what I can tell, the wireframe shot is quite small so I can't really comment on that right now. But just keep it up and you'll get a lot better at this stuff. You're off to a good start.


Alucard94, the member of the future of the past.
maniac
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Posted: 28th Dec 2008 12:17
hey thanks for your comments guys helps alot
Im on post aproval so it is kind of hard for me too post staright away and edit my posts
i was thinking using cylinders to model how ever if i was too model it using an image plane i would have 3 seperate meshes torso arm and leg i once tryed it however my results where the joints are connecting the 3 meshes did not look right i tryed both mergins the verts together and alligning the verts together but both times i could not get it too flow right is their any good way too merge them softly and subtle so that there is not so obvoise seems?

I have one more question about edge flow say for instance i model very basic shape of a human too the correct porportions how do i use edge loop tool or infact the split polygon tool too define the muscle areas each time i try i just seem too end up with triangles especially around the breats area



this is the head i have changed afew of the polys since the first picture and he also is zombiefied now i used polgon modeling for this






Thank you.
lazerus
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Posted: 28th Dec 2008 22:25
am not too sure, but that edge flow looks good, slightly square but okay for the first attempt, heres a ref pic for you to use,

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timmie124
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Posted: 29th Dec 2008 03:21
its extremely low poly so you could if you wanted to subsurf and not have to much of a performance issue. when you sub surf it will be like subdividing but the model will be more round

Alucard94
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Posted: 29th Dec 2008 10:11
Don't subsurf or smooth the model.


Alucard94, the member of the future of the past.
maniac
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Posted: 29th Dec 2008 11:03
lazerus thanks for the ref picture
and thanks for the comments

im going too try out another head model using that ref picture and see if i can make it higher poly
maniac
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Posted: 29th Dec 2008 12:43
Im so proud





i think i am going too start on the texture
maniac
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Posted: 29th Dec 2008 17:01
sorry for 3 posts in a row (post aproval)

i have now done sum texturing work on the head

maniac
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Posted: 1st Jan 2009 13:17
something does not look right???
the edge flow around the mouth is weird any suggestions please?

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