Hey there,
I wanted to get some help on modeling a StickMan. The main issue with the structure of the mesh is to get the legs properly there. See with a Stickman as such in 2d the legs take up the same space.. while in 3d they can't. The strusture needs to be able to animate it for a beat'em up game. I've messed around a lot with it using cylinders but can't seem to get it right. I was curious if I could get any help here...
The design would be something like this..
As you can see in this simple test image..
The hips leg part are stuck together which makes the animation of it very hard using either bones or envelopes.
Nike did it well in their ads, but I can't figure out the structure of it.
Thanks for any help, this is for our Society project as GDS leeds -
www.gdsleeds.com
Zash.
Replies
In fact, if you're going to do that (no shading), you might as well go for sprites instead, that are always flat to the camera.
You might want to play with your proportions a bit to match the illustration, or maybe you really do want a different-looking character...
Thanks for the comments. I've tackled it old school with the capsules, but it doens't look that brilliant. What would be nice and this is the apporach I've taken is to make the use the capsule technique, but have everthing merged togehter.. Here are some problematic shots:
The way it's meshed now...
The way the streching and horrid stuff happens...
The old skoll prob:
Thanks for the help.. I tmight be that I'll need to add some sort of hips..
Toby.
How are you going to shade the model?
Zash
Worked on this a little but still got some issues..
This was an extra try... the problem with this one is that it is hard to attach the verts to the correct edge...
I think I might have interpreted what you guys explained a little weirdly, as my outcome was this for the old skool style.. so we have problems with the legs crossing over...
Any other ideas?
That lowers the poly count by a lot though, plus doesn't solve the problem of how to approach the structure of the model.
Zash
The less polys you have to work with the easier it gets.
This is what I had in mind. Simple shapes with common pivots - linked to the torso in a parental hierarchy. That way your silhouette stays exactly true.
P.S, I only just got the whole 'GDS Leeds' thing, I'm a Leeds man and a Leeds Uni graduate from way back!!
I like the style and the output of your model... I understand now the 4 sided cylinder.. but when you mean subdivide... I understand that for the sort horizontal areas like arms and stuff.. but length-wise on the whole thing... that would be a bit hard to get it accurate for the legs and arms to maintain the same around of polys? Understand what I mean? If you subdiv the torso section fine.. but how would you get the legs and arms with the same amount of subdivs? detach them, subdiv and then re-attach?
Gmanx, Yeah I'm helping setup a lot of game stuff here. You're option looks good too, but I'm not sure how easy it would be to make it look good.
I'll have a go with both model types, check out which works out best.
Thanks so much for your continuing help! Seriously appreciated!
Toby.
If you use Max then its Modifiers > Subdivisional Surfaces > Meshsmooth (each iteration multiplies the polygon count by 4)
I presume in your pictures that you did basically a cylinder, then another, rotate, add it to the torso, then weld the right verts and continue. Because when I do a meshsmooth on that method, the arm joins all mess up - Not entirely sure why.
I'm making progress actually! I'll post a couple of models up for you to see once done.
Toby.
I hate to be a total pain.. (and I thought I wasn't too bad on the modeling).. run me through the steps... and define what are edge loops?
1. Make four-sided cylinder
2. Rotate,center and scale the thing.
3. Make into Poly or Mesh?
4. Select Poly and extrude?
This is where i get lost... that step.. to extrude.. or chamfer the edge.. umm could do it so many ways.. but edgeloops?
THANKS!
Toby.
http://cube.phlatt.net/home/spiraloid/tutorial/modeling.html
very important for animation these days.
Thanks,
Toby.
Anywhere where you have less or more than 4 edges per vert breaks the loop.
Toby.
Yep, adding edges to a box and pushing around vertices is all there is to box modeling .
So you know this is the stort of style we're heading for:
Where I'm still stuck and this is silly is the the creation of the arms and legs. Using a four sided cylinder, how many section should it have? I usually give it a couple, then extrude two sides of the cylinder as to make the arms. but this tends to lead me to more rectangular shapes in arms. This can be fixed by chamfering the two faces I would extrude (moving the verts into a square shape), and then extruding them to make the arms. I can't quite figure out how to really put two cylinders together, not that I have a problem with welding verts, it's more the possition of the verts that really bother me on the torso as to link them with the verts from the arms. I'm not quite used to it...
I'll post some images a little later today when I get back.
T.
Could you post a front and side view of your stickmen, just to help me look at the structure. I've been makign good progress! I'll put up soem shots once I've gotten a little further..
Toby.
Front View - Normal
Perpective View - Normal
Perpective View - With MeshSmooth
Toomas, Thanks for you help on this! You've been superbe!
Toby.