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3 Dimensional Chat / My first Organic/character model

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Demon Air 3D
16
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Joined: 16th Sep 2008
Location: England
Posted: 9th Mar 2009 19:06
Ah Thanks lol, Kept me going

Demon Air 3D
16
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Joined: 16th Sep 2008
Location: England
Posted: 10th Mar 2009 19:57
Sorry double post but what are the things i want to avoid when character modeling ?

Sid Sinister
19
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Joined: 10th Jul 2005
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Posted: 10th Mar 2009 21:24
Well the whole point of organic modeling is to make things as realistic as you can. If you just crowd watch at the mall, you see that everyone has their imperfections. Try to incorporate some of those to help cross the 'uncanny valley.' For example: a rounded belly for those who have low metabolism/eat too much, crooked noses, a slanted smile, a few hairs on the head that just refuse to stay down.

I know this was mentioned above, but I'll stress it again. Stay away from turbosmoothing. With organic modeling, you should round things out by adding geometry yourself.

Edge Flow makes or break an a model, especially organic models. Look at some models of industry experts and see how their edge flow is different from that of yours and emulate it. Practice practice practice!

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
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Joined: 16th Sep 2008
Location: England
Posted: 10th Mar 2009 21:58
Thanks alot, yeah the edge flow is attualy getting better on my models . And im really confused here when creating a texture for a uv map, do you like load the map into photoshop, and start texturing in it ? or is it completely differant ?
Thanks alot !

Sid Sinister
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Posted: 10th Mar 2009 22:14
It's sort of difficult to explain. Your best bet is to search for tutorials online until I get around to making a few tutorials for the 3D crowd over here. Check out http://www.3dtotal.com/ffa/tutorials/tutorialsmax.asp. They have some really useful stuff.

I can outline it though.

1) Apply a checker map to the diffuse slot, and increase the tiling until the squares become a little smaller. This is so you can see distortions better if stretching starts to occur.

2) Apply a UVW Unwrap modifier to your model

3) Click Edit

4) It gets complicated from here on out...

I REALLY LOVE UV LAYOUT. Google it and give it a try. It will save you headache.

A tip on texturing though... be sure hid your UV Seams as much as you can.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
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Joined: 16th Sep 2008
Location: England
Posted: 10th Mar 2009 22:42
Soo that process above, i can do that in UV layout ?

Sid Sinister
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Joined: 10th Jul 2005
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Posted: 11th Mar 2009 20:49
Yeah, only it's much easier. Export your model as an .obj, import it in UV Layout, make the cuts by clicking on the edges, do some UV Layout stuff (watch the vids), save it, reopen in max, convert to poly, add uvw unwrap modifier, edit uv template, make any packing adjustments, and save uv template!

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
Years of Service
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Joined: 16th Sep 2008
Location: England
Posted: 11th Mar 2009 21:00
Awesome thanks!

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