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3 Dimensional Chat / humanoid iam making.

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Quik
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Location: Equestria!
Posted: 18th Nov 2009 22:37 Edited at: 18th Nov 2009 22:46
if you still can call him a humanoid after what he has gone through, well, this is what iam making, a person, who has become, after many experiments, he has become a killer, the perfect weapon, since he has no mouth, he cant scream his pain out, he is agile, so he can sneak at his opponent, and since he already is in a lot pain, hitting him wont do much. Also, he has 2 deadly sharp metallic needles where his hands should be, he has a some sort of cutter at where his right feel should be.

the only thing thats bad about him is, he cant sneak very well, as the cutter will make a lot of noise

trying to make a head now, we will see just about how well that will go>.> want to keep it low poly ^^

will texture this to i believe.
you didnt expect this kinnda thing from me did you?! ^^

C&C welcome!





[Q]uik, Quiker than most
RUCCUS
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Posted: 18th Nov 2009 23:12
Are you sure this isn't another one of those "I cant model hands so Im just going to replace them with stretched out cones and call them weapons" characters? .
Quik
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Posted: 18th Nov 2009 23:19
i can model hands, its not a problem, cones was cooler and kept to the kind of concept i had in mind, understand why ur saying that though


[Q]uik, Quiker than most
Asteric
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Posted: 18th Nov 2009 23:44
I would have just one cone, and over exaggerate it, this gives him a better silhouette and make the model more appealing to the eye.

Quik
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Posted: 18th Nov 2009 23:52
hm, okay, wich side should the hand be at then?

working on the head now, turning out pretty good. tbh


[Q]uik, Quiker than most
Quik
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Posted: 19th Nov 2009 00:30 Edited at: 19th Nov 2009 00:32
here is the head =P pretty happy with it. 212 polys all in all.





any critts on this is fine, as iam really trying to improve head modelling so^^
will attach it tomorrow.
i dunno if i should... i guess i will have to^^

also i wonder, when i subdivide the head, its 800 polys, so, since the body is 500 shall i perhaps use the highpoly head? =P


[Q]uik, Quiker than most
RUCCUS
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Posted: 19th Nov 2009 02:09
The way I see it, you should never sub-divide any mesh unless you are modelling tubing / piping (in which case you model the piping as a sort of box-like pipe, then when a smooth is done it gets rounded out into low-poly cylinders) or when you're sculpting the mesh in each subdivision level in a program like Mudbox or ZBrush. Subdividing just for the sake of making the model look smooth doesn't give it any appeal. If you do subdivide and you don't have a sculpting program, at LEAST take the effort to modify the newly subdivided mesh by hand to make the added polygons worth while.

Right now you have a great looking head model there. Its clean, simple, but shows a lot of detail. With a good enough texture that could turn out really great. The other issue with subdividing the head is when you get to attaching it to the torso you'll have a tonne of triangles created as the neck will be low poly and the head will be high poly, so the polygons on the head will need to connect to multiple verts on the neck to make it work. That will cause for an ugly mesh.

I really mean it though, I dont understand why this whole "smoothing my mesh once its done" thing ever caught on. Its just unnecessarily increasing the polygon count and losing the proportions you tried to achieve in the low poly version.
zeroSlave
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Posted: 19th Nov 2009 03:15 Edited at: 19th Nov 2009 03:16
I don't see why you would have to weld the head to the body anyway. If you really wanted it smoother, I would just suggest chamfering the top of the cranium and possibly give him some ears!

There's something in this room that makes you can't speak well.
RUCCUS
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Posted: 19th Nov 2009 03:30
If you dont weld the head to the body you'll either end up with an open mesh (if you delete the polygons where the neck would join) which is generally a move you should avoid at all costs if you can, especially if its for use in a game. If you don't delete the polygons you'll have a bunch of useless polygons taking of UV space and memory space in-game. Furthermore if you don't weld the head to the torso you'll end up with a difference in smoothing groups and depending on how your rendering the mesh this will be easily noticable.

Its almost always best to keep a mesh as one solid structure unless absolutely necessary not to.
Quik
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Posted: 19th Nov 2009 07:18
thx for the crit, k i will keep it like this =P i also think iam going to try giving him some ears... ^^ but i have school today

also, dont excpect much of the texture - i really am no good at texturing and this is acually mostly texturing training (also i wanted to finish an humanoid.)


[Q]uik, Quiker than most
Quik
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Posted: 19th Nov 2009 09:24
added an ear to the head, and i believe iam ready to attach it.
all in all, the head model is 222 polys^^



[Q]uik, Quiker than most
Quik
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Posted: 19th Nov 2009 10:02
now i have the head attached to the body, although, IF i convert to editable poly it kinnds screws up, ill show u:
editable mesh:

editablepoly:


iam using 3ds max, any idea how to fix this?
i can live with mesh, for now, but could be fun to know whats causing it, it isnt the smoothing groups that i know for sure.


[Q]uik, Quiker than most
zeroSlave
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Posted: 19th Nov 2009 17:02
Quote: "Its almost always best to keep a mesh as one solid structure unless absolutely necessary not to. "


I see your point. But I do see in some cases where it could be handy. Like if it is tucked down inside a large collar for instance, or sticking out of a power suit, etc. Plus it makes headshots easier to program!

Quik, the model looks good with the head attached.
Quote: "it isnt the smoothing groups that i know for sure."

That would have been the first thing I thought of. I always use edit mesh for my models, so I don't have any experience with edit poly. Have you tried applying a 'Smooth' modifier to it, with autosmooth on, with a threshold of 180?

There's something in this room that makes you can't speak well.
Quik
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Posted: 19th Nov 2009 19:37
Quote: "Quik, the model looks good with the head attached. "

Thank you

i will try applying smooth mod to it^^ we will see how it turns out ^^


[Q]uik, Quiker than most
Quik
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Posted: 20th Nov 2009 07:08
i have imported into MS3D (since i dont know how to UV map in 3ds max yet.) and iam right now putting polys into groups^^ just thought i would update so u guys dont think i have forgotten about it^^


[Q]uik, Quiker than most
Quik
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Posted: 20th Nov 2009 10:07
i suck at UV mapping (sorry for triple post) but here is my UV anyway =P wish me luck with the texturing.




[Q]uik, Quiker than most
nackidno
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Posted: 20th Nov 2009 15:07
The UV layout looks good, I'm sure you'll manage it.

RUCCUS
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Posted: 20th Nov 2009 16:24 Edited at: 20th Nov 2009 16:25
One tip to keep in mind in terms of UV Mapping; don't worry about your UV's being symmetrical or perfectly alligned. Rotating your UVs to pack them as tight as possible allows you to scale them up, and obviously the bigger your UV map is for any polygon on the object, the more texture detail you can get in without having to use a really big texture size. For example you have a lot of blackspace around the spike-hands there that could be used if you rotated a few UVs around and scaled them up a bit.

Also consider changing the size of UV's based on their importance. The head usually requires a lot of detail to get the finer details into the skin, so you should try to keep the head bigger in comparison to most things.

Things like the ears however, don't really need to be that big, because in general its a simple texture on a small part of the mesh that wont often be looked at close up. You can then shrink the ear UV's and scale up other more important parts.

Last thing, is to use checkerboard textures! In max this is simple, open up the material editor, pick a new material, click the bitmap button and select the Checker material. Go down to the vertical and horizontal tiling settings and crank them up a bit (depends on your mesh size). Apply the texture to your mapped model, and look for parts of the model that have squares that appear more rectangular or deformed rather than actual "squares". These are portions that you should look into remapping or moving UV coordinates around. Its near impossible to never get any stretching, but you can usually get close. Less stretching means the texture you create in photoshop will show up as you expect it when you apply it to the mesh.

Here's an old human I did, notice how pretty much every square IS "square":



The UV Map is in the background, also notice how I've rotated parts to make them fit better and use as much of the UV space as I could (within reason).

If you really want to see some well-done UV maps, google images for the uv maps for Unreal Tournament characters. They're almost always really well done.

<edit>

One last thing. If you aren't familiar with Pelt mapping, its one of 3DS Maxes most powerful UV Mapping techniques, and almost always ends up with a UV map with little to no stretching right from the beginning. Theres plenty of tutorials on youtube demonstrating how to do pelt maps, I really recommend looking into it.
Quik
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Posted: 20th Nov 2009 18:17
thanks for the tips, i will check pelt mapping out for my next project

Nackidno: thanks i sure hope so, i havent done much organical textures before, so this will be great for me. the biggest problem i usually run into is the colour choise for the skin^^


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Quik
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Posted: 20th Nov 2009 21:27
texture is making progress, maybe not turning out as great as i hoped, yet better than my other attemts^^ here is a WIP of the arm.




[Q]uik, Quiker than most
Quik
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Posted: 20th Nov 2009 23:03
iam probably going to have some problems with his chest and back probably his legs too.. and i wonder if someone could help me on that part, make some simple tutorials or link me to some would be really appreciated, right now iam searching on google but if u know/find something about texturing humans please, let me know ^^


[Q]uik, Quiker than most
henry ham
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Posted: 20th Nov 2009 23:08
here you go mate this may help you
http://www.bakaneko.com/howto/computer/3d/character/page01.html

cheers henry

Quik
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Posted: 21st Nov 2009 12:27
thanks henry, though i dont like making textures from pics.. =/ they will come in handy sometime i bet^^

now, since the UV mapping was kinnda bad, i got a lot of stretching on the arms, but i will survive i guess^^ though, not pro, cant fix this if i dont redo all the UVmapping on the arms and add 2 edgeloops... well well. it will have to do =P

iam lazy now, so i wont upload on photobucket, ill just attach a pic of the stretching.


[Q]uik, Quiker than most

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