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Naked Dude + Adventures

I got that itch again that I want to make a new base mesh. I sorta have out-grown my old one and I want to make some improvements from the things I have learned recently.

My goal is to get him at a final resolution that I can export different subD levels for different needs. I am thinking SubD level 1 should be around 4k so that level 2 will be 12k. So I have sorta a low poly and a more high current-gen level.

I also want to get a basic skin on him so I can use the Skin Wrap modifier on future characters to make posing faster/easier. This something I haven't done much before.

Here is my progress from a couple nights of pushing and pulling.

BM1.jpg

I am also going to try to regularly update this 3D viewer
http://studio.verold.com/projects/5052353a509e4b0200003d24

so this way you guys can see it from all angles and call me on my bull shit that I am trying to hide.

Replies

  • nyx702
    I spent today messing around with qMesher. I was trying to come up with some sort of system to get a good, near game ready, mesh out of it. I feel like it's "almost" there. It's just so random sometimes. You can literally change nothing and get different results each time. If any of you guys have messed around with it gotten good results I would love to hear what you have to say.

    I spent almost an hour trying to get something useful out of the face and hands but just abandoned it. The topo needs to be too complex for qMesher to handle I guess. Probably best I do those by hand anyways.

    Areas like the armpits and crouch cause the most trouble. I found that masking his business helped keep that area from becoming a mess. Oddly enough masking the armpits made that area worse. Masking the tops of the shoulders seemed to help but probably is not needed.

    Anyways here is the curves I was using. No automask. Stiffness set to 2.

    qmesher.jpg
  • Snader
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    Snader polycounter lvl 15
    The hips don't have any animation loops. You'll probably want to add some lines that roughly follow the pelvis. At least that's what I do - but then again, I'm not a hardcore animator.
  • nyx702
    Thanks for your comments.

    Sorry I wasn't clear. This is just auto generated topology. I just wanted to show some of the curves I used to get this. I definitely will be adding some more animation friendly loops! :)
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