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[Help] Machinima production issues – character modeling

Good day Polycount,

I’m Josh and I am an amateur 3D modeler and have been for the last 3 years. My projects in the past wouldn’t necessarily have a deadline, but I am now involved in the production of a machinima with about 10 others and need to get my act together. I need support, and lots of it; truth be told, I’m rather intimidated by our projects demands. I have a lot of “technical know-how,” but when it comes to applying what I know I become rather frustrated. So, perhaps if I were to continue by post some images of what I’m working on currently and go on from there?


Currently, I’m in the process of producing a full character.
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Previously I’ve only made small things and would attach them to another character’s body.
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But the trouble I’m having is translating my drawings into my model.
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Often times I go back to try and change something to make it more coherent in 3D to address something my drawings didn’t cover, and I just become too overwhelmed. I just don’t know what to do. :(



So, if anyone is up to the task, I have a few specific questions if anyone would be willing to answer them?

What is a good production pipeline for a full scale character; what do you tackle first?

How do you deal with stress when starting a project of this scope; what keeps you focused?






*My apologizes if I’ve posted in the wrong part of the forum.

Replies

  • Xavier777787
    Hello XK9 Infinity,

    I'm not an expert, but I've made some character models before.

    It looks like you're making a next-gen character?

    A good concept always helps in the beginning. When you're concepting, your drawings don't have to be pretty. They just have to convey to the modeler (yourself in this case which makes things even easier) how the model should be made in 3D. You should be thinking 3Dimensionally when you create art. That way, you can avoid problems that can be "cheated" in 2-D (like mickey mouses ears) but can't in 3D.

    Also, Hazardous has a great tutorial for creating character models. You may have to tailor it to your needs a little bit but it helps.

    http://www.hazardousarts.com/Miku_Tutorial.pdf

    As for me:
    1. sculpt full on detail in ZBrush
    2. Retopo based on what I'm using the model for in Max
    3. When retopoing, only create one side of things that can be mirrored
    4. Unwrap (I've been using roadkill, but I'm sure there are better programs and methods)
    5. Mirror unmirrored parts now, this will automatically transfer UVs to mirrored pieces if you're using Max whixh will save you precious UV space.
    6. Paint Textures
    7. Rig
    8. Test Rig
    9. re-rig
    10. the end!
  • XK9 Infinity
    Thank you Xavier, this was helpful.

    I suppose my biggest problem is when I get into ZBrush and open my project I just become overwhelmed and feel like scrapping the whole thing and starting a new.

    I've considered going back and reworking the designs in PS and beginning again?
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