Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Organic modeling

Author
Message
Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 29th Jun 2009 16:23
I am damn sick of modeling guns, having people say 'wow that's awesome' and then do the same thing a multitude of times. So I figure I should start doing some organic stuff. Which brings me to my question;

Where on earth do I begin?

It's like a completely different dimension of modeling. Where do you people start? Do you begin with a cube and work it around until you have a human? Do you just use planes the whole damn time?

Any suggestion or tuts would be nice.

"You are not smart! You are very un-smart!"
Quik
16
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 29th Jun 2009 17:31
i, atleast use cylinders for bodyparts, and a sphere for head =P now u can also, when working on the head, u can just use like a plane, scale it down, and extrude its edges til u got a face =P gonna look for some tuts for ya =P


[Q]uik, Quiker than most
lazerus
16
Years of Service
User Offline
Joined: 30th Apr 2008
Location:
Posted: 29th Jun 2009 17:41
Quote: "i, atleast use cylinders for bodyparts, and a sphere for head =P now u can also, when working on the head, u can just use like a plane, scale it down, and extrude its edges til u got a face =P gonna look for some tuts for ya =P"


no. lol only jk (a bit) but thier are far more effective ways about it,
http://www.poopinmymouth.com/process/character_tutorial/character_process.htm

try here, its a well know tut around here, it shows exactly what you need to do, process, ect

Alucard94
17
Years of Service
User Offline
Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 29th Jun 2009 19:46
Quote: "no. lol only jk (a bit) but thier are far more effective ways about it,"

One word, personal preference.

Anyways, it's all about practice, personally I do what Quik said, use cylinders for body parts and do the head poly-per-poly. This because it gives me a lot more customization than with only doing it with cubes or whatever.
Anatomy knowledge will be semi-required; as the edges you will be laying out will have to wrap around certain muscles to animate properly and you'll have to think of edge loops in quite a different way.
http://www.montagestudio.org has a great tutorial for Blender on modeling a low poly character, there doing it by box modeling.


Alucard94, lacking proper intelligence.
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 29th Jun 2009 20:16
Well, How i do it is cylinders for the body and legs/arms. Then Plane for the head. Plane modeling is alot harder but you can define your shapes alot better at the same time getting better edge loops.
Alucard94
17
Years of Service
User Offline
Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 29th Jun 2009 20:55
Plane modeling isn't "a lot" harder, you just need to know slightly more about the construction of facial topology to pull it off.


Alucard94, lacking proper intelligence.
Ortu
DBPro Master
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 30th Jun 2009 03:42
I tend to start with cylinders, even for the head.

the key to character modeling is good reference to anatomy and proportion though. references for fine art make good references for 3d art as well.


feiting shadow
18
Years of Service
User Offline
Joined: 12th Sep 2006
Location:
Posted: 30th Jun 2009 09:04
dude, I love that tutorial... I think I'm gonna "play" around with it, and not try to make a human, but something "organic" and use the concepts to enhance my knowledge.

And yes, I only looked at the pictures... (then I read it... but the pics were good). That's a real cool tut laz! (and no I won't post in Josh's about whatever I do with it )

Signed
------
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 30th Jun 2009 09:23
Quote: "Plane modeling isn't "a lot" harder, you just need to know slightly more about the construction of facial topology to pull it off."
Lets just say it isnt "a lot" harder, But if you think about it its still harder than box modeling, But can be easier in some perspectives.
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 30th Jun 2009 09:54
I started this tutorial a while back. Contrary to belief I will finish it. I'm actually reorganizing all my tutorials and will be compiling them in a single web site.

http://forum.thegamecreators.com/?m=forum_view&t=149180&b=3

Until then, you can check this out.

Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 30th Jun 2009 11:41
Cylinders all the way, in fact the whole body often starts off as a single cyliner. I take 1 cylinder, and decide how many sections will be in the legs, then the cylinder is used for leg for those segments, then when it gets to the crotch, I unweld and open up the cylinder, then after so many chest segments it goes onto the shoulder and arm. The head tends to be segmented cylinders too, with lots of face turning in 3DS max and tweaks. Once this is done, I mirror the body to make it whole.
Having a seam all the way up the belly and down the spine is actually fairly helpful, especially for the back. You can use that split edge to lay out the basic shape then mould around it. I find that this cylinder method lets you control how many polygons are in use at all times, because at X segments on a Y sided cylinder, we know how many polygons that requires and can pre-decide the detail levels to stay in full control. It's quick too, not that I'm putting any other methods down here, I just find that having those cylinder segments make it real clear how your object is being formed.


Health, Ammo, and bacon and eggs!
Alucard94
17
Years of Service
User Offline
Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 30th Jun 2009 15:29
Quote: "Lets just say it isnt "a lot" harder, But if you think about it its still harder than box modeling,"

No? Box modeling can be easy if you don't want to give the face proper detail, if you do want to give it proper detail it gets quite a bit harder. And in that aspect poly modeling is equal if not easier.


Alucard94, lacking proper intelligence.

Login to post a reply

Server time is: 2024-11-25 04:46:39
Your offset time is: 2024-11-25 04:46:39