Hi Polycount,
I recently got a contract job modeling a character for my school's website, yet I've never modeled a character before, our character modeling classes were cut right before I was given the assignment, and my usual mentors are busy. Therefore, I am trying to learn on my own.
The character concept is a typical space marine, with a sleek build and lots of small armor plates. He'll be wearing a helmet so I won't have to worry about facial features. My poly budget is practically limitless, but I'd like to keep the base mesh low so I can reuse it for future endeavors.
I need some serious help with the edge flow, especially around the crotch/lower torso. Something is...wrong here. VERY wrong. If any of you can show me how to improve my edge flow so it looks more natural, I would greatly appreciate it. General character modeling tips/tricks would also be very helpful. (I'm using Max 2013 by the way)
Thanks,
Clover
Replies
The wiki has all kinds of topology reference. http://wiki.polycount.com/CategoryTopology?highlight=%28\bCategoryCharacter\b%29
In addition to the poycount wiki link BARDLER mentioned you can also take a look at the following resources:
Character Modeling Video Tutorials by Andrew Klein:
http://www.youtube.com/playlist?list=PL20DC39DABF6D9307
Ancient Pigs Basic Deformation Tutorial: Great resource for understanding edge loops/topology for deformation
http://www.pig-brain.com/tutorials/tut02-04/
Polygon Modeling: Focuses on topology of the face but will help you better understand topology basics and edge loop placement:
http://www.phungdinhdung.com/Studies_paper/Realistic_face_modeling.shtm#4.1-
Dave Ks Poly Head Modeling Tutorial:
http://www.thehobbitguy.com/tutorials/polymodeling/index.html
Nick Zuccarello Tutorials: Has a collection of basic Maya introduction tutorial videos as well as some great resources for sculpting in ZBrush
http://nickzucc.blogspot.com/search/label/tutorials
@ teggs THANK YOU! Those tutorials look GREAT! It's nice to see such an abundance of useful information in one post rather than having to sift through the vastness of the internet. I'll take a look at them when I get the time and begin learning the magic of edge flow.
@ ivanzu: Quads good, n-gons bad, got it! I was wondering what was making the butt look god-awful. XD
BARDLER: LOL I know the guy that made a large portion of the models in that wiki. I had no idea he was such a celebrity here! So you're saying keep the polys all the same size roughly and maintain symmetry right? Okay, I'll try that out.
I started over. I kept all the useful advice you all mentioned this time (especially the part about evenly-sized quads!) Finessing in Max and Mudbox right now. Will be adding clothes, hands, and a head soon.