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3 Dimensional Chat / My nifty trick for fast low poly models

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Gwen Darkness
19
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Joined: 22nd Nov 2005
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Posted: 8th Dec 2005 21:43
Here's a trick for making quick low poly models ...

Tools:
Illustrator and Gamespace

Steps:
1. Get two BMP images of the thing that you want to model - a Full Side view and a Full Frontal image.
2. Import one of the images into Illustrator.
3. use Autotrace on the outline of the object (you may have to edit the image to get this to work, for example, to remove the background). You want a single path/outline. You *may* trace it by hand if you want .... ;D
4. use object->simplify and make sure that you select "straight lines only". This trick doesn't work if you have anything other than straight lines in the outline.
5. Export the single path as a DXF file.
6. repeat steps 2-5 with the second image.
7. You now have two DXF files. Import each one and extrude it.

Can you guess the last steps? Rotate the side view so that it is facing the correct way (sideways!). Center both objects and use "boolean - intersection". The result is a quick and dirty model that should be surprisingly accurate. After all, it will closely mimic the front and side profiles of whatever you are modelling ....

If you plan on animating this model, you may want to subdivide it at least once - but maybe not, if you traced the outlines by hand instead of autotracing them like I did. Bones bend at vertices ... which are created based on points you set down when tracing.

ANYWAYS ....

I have been fooling around with this technique for making people out of Poser 4. Poser 4 generates gorgeous 12k poly models (pretty, but useless). With this technique, I was making test models in the "under 200" range. UNDER 200. Add a few bones, and you should be ready to animate.

Hope this tip is usefull to someone out there ...
Joh
20
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Joined: 5th Jul 2004
Location: Malaysia
Posted: 9th Dec 2005 16:27
SOunds cool. Any screenshots of the completed model?
Epimetheus
21
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Joined: 5th Oct 2003
Location: Naples, Florida
Posted: 9th Dec 2005 20:56
Yeah, I came up with that exact idea a long time ago, didn't work too well for characters but was pretty good for simple stuff.
Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 10th Dec 2005 20:55
yeah... i'm not really sure how well this would work to be honest. I mean, its kind the priciple of how you model, but a cheap alternative.

i really can't see that it'd work for characters at all, perhaps buildings or something.

i'd like to see your results to be honest

I don't have a sig, live with it.
Gwen Darkness
19
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Joined: 22nd Nov 2005
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Posted: 12th Dec 2005 21:00
Yes, when I make a full boned figure I will post it. I was wrong about the poly count though - a torso alone is about 252 poly faces. Still, That's 252 instead of 1000+ ...

I have noticed that a very low poly model can be pretty sweet with the right textures. There's this saying, "The clothes make the man.". Maybe textures make the model.

My job is interfering with my modelling and internet time. Maybe I should quit.
Sho Ryu Ken
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Joined: 26th Jul 2005
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Posted: 17th Dec 2005 00:00
Gwen, you make a good point. If you ever play Super Smash Bros. Melee, the models look very high poly, but in reality are medium-poly. It's just that that game has extremely good texures and the polys are balanced out more onto areas that are most easily visible. If you pause the game and zoom in and rotate just the right way, you'll notice this.
Gwen Darkness
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Joined: 22nd Nov 2005
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Posted: 19th Dec 2005 22:27
Hi everybody ...

I have attached a proof-of-concept female model in DirectX format. There is no texture, but I did add a color. The model should import direct into Darkbasic Pro with no problems as-is.

The finished model is under 300 polygons. 242 polys or soemthing.

Rounding the shoulders or the edges of the chest area would significantly improve the model without unduly increasing the poly count.

The model certainly could use some work (for example, she has no thumbs!). If anyone would like to properly texture her and post an image, that'd be cool. Oh - feel free to use this model without restraint.

The native format for this model is COB - Caligari! I use Gamespace now for almost all of my modelling. If someone out there would like to properly add bones to this model, that would be cool.

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Snipa Masta
20
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Joined: 20th Mar 2004
Location: Bristol,UK
Posted: 20th Dec 2005 15:08
Very nice, except her missing hip, her single square breast spanning across her chest, and the square head.
Gwen Darkness
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Joined: 22nd Nov 2005
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Posted: 27th Dec 2005 01:21
I redid the thighs, chest and torso later on - my technique makes this almost effortless. Creating seperate breasts required more work.

Look forward to more models eventually ... with textures.

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