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Topic : "First model (anime style character)" |
Jami Noguchi member
Member # Joined: 10 Oct 2002 Posts: 104 Location: MD
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Posted: Fri Oct 25, 2002 12:19 pm |
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It might be a good idea to model her with clothes. Unless it's one of those dating/porn sims, your character will most likely be wearing some clothing or armor. If you model armors and clothing seperatly and try to attatch it to a neked model, your poly count will go waaaay up. Not too friendly for game engines.
Clothes and armor are also a good way to cut down on the detail in the body. You can take care of that with textures.
Not too bad for a first model, but the breasts are way to large and her waiste and hips can use some more rounding. Paul Steed has an excellent book on making low poly characters for games. It's worth taking a look.
Here |
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Leggyguy junior member
Member # Joined: 25 Oct 2002 Posts: 3
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Posted: Fri Oct 25, 2002 12:38 pm |
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Hey thanks.
Yep, I am giving her clothes, but I can model clothes from the base of the naked body.
So this is just the base first step. Several of the characters are going to use the same body mesh, (not head and hair though) so I wanted to create it naked, in the hope that the each new character with the same body can have new clothes developed from the naked base figure.
As for the waist and hips: You're right. 100%. With the Meshsmoothed version, it's not noticable but here, not rounded enough. And the thighs down to the calf could really use redoing. When I make my next character using this mesh, I'll try to touch those up. Along with the butt, of course.
But for now I've spent quite some time using this model to try and figure out Max's unwrap UV and all sorts of other things, so I'm a little fed up of this model. |
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Max member
Member # Joined: 12 Aug 2002 Posts: 3210 Location: MIND
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Posted: Fri Oct 25, 2002 12:47 pm |
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warn before you post: (nudity) |
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Ecanem member
Member # Joined: 03 Jan 2002 Posts: 80 Location: Copenhagen, Denmark
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Posted: Fri Oct 25, 2002 12:59 pm |
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Hi..
programmer or not - who cares, you have to start at one point if you want to get anywhere, I've seen much worse from so-called artists - but I'll go easy..
First of all find some good reference pictures or anatomy books - the legs look too long for example and her butt could need a litte more shape and width over the hips.
It looks like you've spend most of the time on the face and hair and that looks fine - slightly manga-ish with the small nose, big eyes.
the poly count seems a bit high maybe, the hair looks like its heavy in polycount, while the body is lacking.. try redistributing it..
finally apply some smoothing to the polys.. flat-shaded like that won't show how the light will play with the shape..
good luck with the game and models! |
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slips junior member
Member # Joined: 22 Oct 2002 Posts: 13 Location: Canada
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Posted: Fri Oct 25, 2002 2:51 pm |
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You could use more polys in the shoulder to
1. give it a more defined form
2. enable you to rig the character and animate it with less crashing/crumpling of geometry.
the shoulder/armpit area is a very challenging spot to rig correctly. you should keep in mind the sort of movements you intend to do as you build the character, and add geometry accordingly.
If she is going to raise her arm up a lot, her shoulders are going to require more geometry there or else funky things will happen.
Her hands look to be a tad small but maybe thats just the look you are going for?
still, look at the side profile of your own hand and you will see the bulge of the palm and how the thumb sits at an angle.
Hips might be sitting a bit high, Ive lowered it slightly to see how it looks.
Anyway, its a good effort, if you need help critiquing the technical bits, maybe you could post a wireframe. |
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Light member
Member # Joined: 01 Dec 2000 Posts: 528 Location: NC, USA
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Posted: Fri Oct 25, 2002 6:02 pm |
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Well, first this model isn't half bad but is about 4x the poly count it looks or more.
You should find a professional model (poser or other game model) and use that as a base for your own model. Use a high polycount model and model a low poly version over it. Use the low poly count models for your reference on how to do this.
Use high quality photos for more help. |
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Leggyguy junior member
Member # Joined: 25 Oct 2002 Posts: 3
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Posted: Fri Oct 25, 2002 11:33 pm |
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Forgive me, I am a programmer, not an artist, and this is my first model.
I am working on a new game (have the basic opengl engine done, with some collision, but haven't decided yet if this is a combat game with rpg elements, or an rpg with combat elements), and this is the first model for it.
2600 polys (low poly, my large poly models will be used in cutscenes, and are basically the same model with meshmooth mod and modeled eyes rather than painted eyes). I particularly like her face and her hair (my own version of Joan's hair). I will likely use the same body and face with new hair and textures again a few times for different characters, so to that end her bust, nose and lips are built to be easily swappable.
While I like her face and hair, her body could be much better. I have had real problems getting the butt right. From the side it looks good, but from behind, it is awful. I will be getting round to rigging her for animation soon, and I can imagine having an awful time with misplaced vertices.
She doesn't have a name yet, names are so difficult to think of . . .
Anyway, comments, criticisms? Don't be too harsh, my first serious max model, and all that. She isn't quite finished yet, I want to alter hair just a touch (lower it, I think) but she's close.
If only her butt would work right :/
![](http://server41.hypermart.net/hyperglobal/set4.jpg) |
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Leggyguy junior member
Member # Joined: 25 Oct 2002 Posts: 3
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Posted: Sat Oct 26, 2002 12:19 am |
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Thanks for the replies.
Slips, I am sure that is good advice about the shoulders. Exactly the sort of advice I could use. And the hips, yep, they need work, I'll lower them and work some more on her rear.
Light: The polys are mostly in the face and hair. I hope they look fairly high pol, otherwise the effort was wasted. The body itself has less polys by quite a way. |
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Cyberjobe junior member
Member # Joined: 10 Feb 2002 Posts: 28 Location: Rio de Janeiro, Brazil
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Posted: Sat Oct 26, 2002 5:42 pm |
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The head looks like 3dcafe manga model. There, u can find a great body for reference.
U can try to slice her top/down, instance and mirror one side and then weld to the other... makes it symetrical.
Women usually have thinner waist.
3d cafe |
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slips junior member
Member # Joined: 22 Oct 2002 Posts: 13 Location: Canada
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Posted: Sun Oct 27, 2002 11:45 am |
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>Women usually have thinner waist.
not some of the women I've seen. heheh. |
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Cyberjobe junior member
Member # Joined: 10 Feb 2002 Posts: 28 Location: Rio de Janeiro, Brazil
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Posted: Sun Oct 27, 2002 2:42 pm |
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ehhehe, I live in Brazil.
(pssst. Don't tell anyone, most Gorgeous women live here)
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davi member
Member # Joined: 21 Jun 2001 Posts: 96 Location: Cleveland, Ohio
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Posted: Mon Oct 28, 2002 10:42 pm |
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could you please post a close up of the nipples. |
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