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Topic : "3d me" |
EraserX member
Member # Joined: 20 May 2003 Posts: 86 Location: Illinois, USA
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Posted: Tue Dec 16, 2003 6:37 pm |
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This is what I've got so far on a model I'm building of myself. I started in Animation Master 9.5, but am now in 10.5. This is actually the first model I've worked on, but I did take a break from it to do a quick 3d ferris wheel I needed for perspective reference. So this will actually be my first complete model. Anyway, I'm very open to critiques and suggestions as I'm doing most of this for the first time. When I finish the model, I plan on animating it as well. Also, if anyone can offer any tips or links for texture, diffuse, specularity, etc. maps, I would greatly appreciate it.
![](http://www.pensnpixels.com/postedimages/me.jpg) _________________ http://www.eraserx.deviantart.com
http://www.myspace.com/johnrauch |
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The Real Mark member
Member # Joined: 13 Dec 2003 Posts: 322 Location: Brisbane Australia
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Posted: Wed Dec 17, 2003 7:32 am |
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AWESOME work so far - but when modelling characters that you plan to animate there is a technique so that the joints deform properly.
I cant see it very well, but I think in the elbow area there is only 1 ring of verticies. (this technique should be used with all joints though) To get the elbow to deform correctly you will need at least 3 rings to make sure it deforms properly - though take in mind I model game characters that are not uber high poly ones, - if that was what you were going for. But i'm pretty sure the prinicple holds for both. An example for how they should look in the elbow from the top view could be like and X, or a V with the point of the V going into the inner of the arm. It's actually very hard to explain, if i could find some webspace or even someone else that has done it, I could be of more help, uploading pictures.
but yeah good job the shape is looking good, you probably just need to make sure it will defore properly. But with a mesh smooth, I doubt you will need to worry about the joints too much. |
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EraserX member
Member # Joined: 20 May 2003 Posts: 86 Location: Illinois, USA
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Posted: Wed Dec 17, 2003 7:42 am |
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Thanks for the info. I think I understand what you mean. Sort of like a cap on all of the joints? The program I'm using actually isn't a polygon modeler and "mesh smooth" does not exist in it, but what you're saying still makes sense. Thanks! _________________ http://www.eraserx.deviantart.com
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The Real Mark member
Member # Joined: 13 Dec 2003 Posts: 322 Location: Brisbane Australia
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Posted: Wed Dec 17, 2003 7:55 am |
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Hey yeah sorry about the mesh smooth thing, too used to max - yeah its' 2am atm, and i cant really think straight, if I find an example I'm talking about i'll put it up for ya. |
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