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3 Dimensional Chat / (WIP) My First Attempt at a Humanoid --- C&C + Tips Appreciated

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gbark
19
Years of Service
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Joined: 14th Oct 2005
Location: US - Virginia
Posted: 25th Aug 2009 07:23
Hey all, well, while spending a week out of town with absolutely no internet or vehicle options, I decided to try my hand at modeling a human character. It's made in MilkShape 3D, and this is pretty much my second model more complex than a wooden crate or barrel, and my first model that's rigged.

Front: http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Front.jpg
Back: http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Back.jpg

Note that the hands are just placeholders for now. I really didn't even bother trying to start on them yet because I wanted to get some basic rigging and deformation experience in before I started those.

Here are the feet: http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Feet.jpg
I'd like to redo these as well. The entire model was essentially created by extruding cylinders then pushing/pulling/scaling vertices to fit the shape of a body, and you can see the feet are the same way. As a result, the feet are essentially solid blocks (cannot animate) and there are no toes. I'd like to be able to model individual toes for the feet, as well as be able to rotate the front of the foot independently of the back. (I don't want to animate each individual toe, just the whole front of the foot) I'm not sure how to go about modeling this, I had originally tried to "rotate" the cylinder as it came down to add flexibility to the middle of the foot, but the results turned out horrible.

This is the head: http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Head.jpg
I'm honestly not sure about the ear placement + size. It's kind of hard for me to tell without seeing what it would look like with hair. I also didn't want to spend a whole lot of polygons on the face, but now I'm thinking I want to redo the front to add a bit more detail to the nose, mouth, and jawline.

Here's what he looks like in a sample animation pose: http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Rigged.jpg

I'm pleased with how the legs and knees turned out in animation. http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Rigged_Legs.jpg There is some deformation around the ankle if I rotate the foot too much, I should be able to fix this by adding another edge-loop to the ankle when I redo the feet.

The shoulders and elbows animate fine when moving, but the shoulder deforms badly when I go to twist the arms. http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Rigged_Arms.jpg I know I'm supposed to add edge-loops to animated limbs when I want them to move up and down or side to side, but I have no idea how I'm supposed to handle spinning.

Same situation with the neck. http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Rigged_Neck.jpg Fine to look up and down, but deforms when looking left and right.

Here's another pose that shows the deformation to an even greater extent: http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Rigged_Twisting.jpg


Comments and Crits welcome. If anybody has any tips or links to tutorials regarding hand+foot modelling and how to properly model limbs so that they can be rotated, it would be appreciated!
Quik
16
Years of Service
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 25th Aug 2009 08:18
for being a first this is a great model^^ and such information you're giving us! makes it easy to crit and comment^^ looking at this picture http://i546.photobucket.com/albums/hh410/glennbarker/WIP01_Rigged_Twisting.jpg the shoulders could use some work, just to make sure they done deform that much while animating well iam going too school now so i cant come up with so much =P and acually, i dont know HOW you should fix the shoulders =P but that model is still great, and i really hope you will texture it! ^^ good luck


[Q]uik, Quiker than most
lazerus
16
Years of Service
User Offline
Joined: 30th Apr 2008
Location:
Posted: 25th Aug 2009 12:58
most likly to fix the deformed areas is to rework those areas to get a better edge flow. I havnt got any links handy atm, so a picture will have to do.

http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=118773

if you follow this type of flow then there should be little deforming. since you work is MS? then imagine it as triangles facing the same way.

"Good never just happens, fate feels pity and grants a calm before the storm...
"
http://lazerus-reborn.deviantart.com/

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