**appears in a etheral sphere of binary code and wireframes**
Eh..hmm..I wish I could sing a song like the fairy god mother from Shreck 2 but I think I'd get banned for life.
Quote: "Okay, so i think its time i got off my lazy @$$ and started making a character for my RPG, got sick of the sphere "
Bout time!
Quote: " but I'm stuck on how to go about making clothes, hair, etc. Ive also heard"
This part really is not that difficult. Clothing is Simple, and has many approaches. The easiest is simply use a good texture, but there are times when you need real geometery for a coat or shleves or such. Make sure you have geometery that follows the lines of your clothing, and simply extrude or smooth shift the geometery out. Then texture.
With hair it's much easier. I've done 3 models that I've put on these boards.(well 4 but I never finished him). First Check out the Deen model I did. Look at his hair. I shaped the top of his head to give the impression of hair, then I added texture to do the rest. Thats all, no elaborate geometery just some texture. On another model I did I named Eyrilus, I modelled the head, and in another layer I modeled a wig. I started with a flat square plane, cut lines into it, then unwelded the points to form strands. I added more lines so I could style it. Then I made it fit his head closely, then I textured it. Nothing really diffucult. It's just techinique. And once you understandt he technique and the tools you have its easy.
It's difficult to describe. You've just gotta do it.
Quote: "Ive also heard its very helpful to have a concept sketch... do I need a front and side view"
Concept Sketchs always help! They cant really hurt. When modelling your basically creating something from an empty screen, and this concept art can give you a goal or an overall idea which is important to get you started in the right direction. You dont really need a front and side persay..you might on a face or an extrememly intracate design. But most of the time you can eyeball most detial.
I modelled Deen for an angle shot I drew. No front or side needed.
Just remember these in this order ok? This is paramount. In real 3d such as movies and the like the order of importance goes:
Lighting
Texture
Geometery(or modeling)
However in Game 3d or game characters the list is:
Texture
Geometery
The reason is your texture must take lighting into account to be realistic, and game engines dont really support on the go radiosity calculations. Yoru texture is the deciding factor. You can take a 2000 poly model and give it a good texture and then pass it off as a 10k model easy. Light in the texture is paramount. You have to add darks under the arms and between the legs, under the chin and behind the ears. I baked my textures of Deen with GI to get this uniform lighting.
I hope that wasnt all confusing. Enjoy. Let me know if that helped.
"Laugh to scorn the power of man..."