This is kind of a pre-pimp as I mainly have a question about what would be best to do in the case of my model. I was going through my portfolio of stuff and found that one of my models was just not very good and decided to redo him. Anyway, you may or may not know the character, Steel, who came about from the death of Superman plotline a long time ago. I am not really looking for a critique of the modeling so far as I am still tweaking things here and there unless you see something really out of place(haven't really started flushing out facial features and the smoothing groups are temporary). The main thing I wanted your take on, is when you have organic shapes, like musculature, with details like armor, gadgets, cybernetic implants, etc. is it preferred to make the mesh a continuous single piece of geometry or would you simply let the non organic parts overlap and delete the faces that would never show? So would I create edges in the muscular at the places where the two intersect and join them or is overlapping okay? I would think its a trade off between several things like whether the model is lit with vertex lighting, polys saved or a need for better deformation when animating. What is the correct answer?
The pic shows the armor details that intersect my musculature.
Replies
Heh I just read your first post. Steel was an interesting character indeed, but DC sort of made a big deal out of that when they brought Superman back and then almost killed him again, talk about overkill. Grrr. Rant over. I guess the problem I have with your mesh is that it doesn't remind of that character at all. Since you are making Steel you need to make this bad boy have his waist be thinner than his hips, at least nine and a half heads tall. Since your polycount is so high model his Superman shield on his chest. The five sided thing not the S itself. Have the hammer in there. The armor seems off to me, especially the boots. I say start from scratch so you gain more experience and speed. Also place close attention to how Steel's nose was drawn as well as his chin. Hope to see this done. Later.
Alex
I really posted mainly to get feedback on whether people thought I should connect the armor pieces with the musculature or whether it was okay to leave them intersecting.
This is actually the second time I have modeled Steel from Scratch. The first time was my the first time I ever made a model over 500 polys. Here's a pic:
Reference for this model was this pic mainly:
With this model I am basically trying to outdo that one in every way. It had a lot of issues, most of which you could probably see for yourself, but mainly it just wasn't very good. So I wanted to redo him and see how much better I could make him now that I have some experience.
I have been using a book called Drawing Cutting Edge Comics, by Christopher Hart as a basic reference for my proportions, so I thought he would look okay if I stuck to those guidelines, but he only says that comic book guys are around 8 heads high.
With my model as is,(unfinished really), I still have work to do on all the armor pieces, the knees, the head and face, still need to model the cape, and I thought about modeling the S into his chest, but I was considering doing it with a texture to save on polies. But the model is definitely not finished and I am going to keep tweaking things until he is definitely recognizable as Steel. Having the face finalized, the cape added, and some more details in the armor should help a bit, but the hands could stand to be larger and fixing proportions will help too. Probably not going to have time to fix any of that till Monday though.
Here is the pic I am working from this time:
You made some great improvements, BUT I think his face is still a little low on his head and the eys and nose need to go up so his jaw is more pronouced and not so "old man without his teeth in"
I think I brought the eyes and nose up a bit to high, but the point I am trying to make is with the jaw/teeth/lips/chin area. it is important that superhero's have strong jaws/chins
I'll try to have another update later tonight or tomorrow morning.
Tried to make the face conform to the first head shot. Still needs some touching up. Whatcha think? Need other pics to tell?
remember there is a black man under that tincan, and seteriotypes are how we design people. so his nose should be shorter and wider. his jaw like we said before needs to be stronger and stronger = less curve. That with the fact that hes covered with mettal and should have harder edges. He needs ears which i added in my paintover.
hope this helps some.
I think I am getting close to being done. I am pretty happy with how the face is now. I have combined the main armor and musculature into one piece of geometry and deleted the hidden faces. I have redone the chest area to make it more like my reference pics of that style suit. I have cut the poly count back down to 3350. I still need to model some ears, tweak the back of the cape, add small details to the leg and arm armor, and I haven't merged the arm bands with the rest of the mesh so I can probably get 50-100 polies back there too. So I might just be able to squeak in the hammer under budget. Overall I am really pleased with the way he is turning out. I really appreciate all the help and advice you guys have given me. Here is the latest pics, with a head closeup(wireframe) and a color test. Further crits welcome and appreciated.
King-Vitamin: I didn't really mess with his posture, but it seems I could fix it after rigging him. Thanks for pointing it out though.
I am going to try to get that intense look in the texture...hopefully my skills are up to the task. I think I am finally done with the model. He winds up 3498 polies. I couldn't find a place to put the other 2 in the budget...oh well. Overall I am very pleased with the way he has turned out and I think he kicks the crap out of the one I modeled before.
Updates on this version: Deleted backfaces behind arm bands. Added the ears. Fixed the width of the calves as the enter the boots. Detailed the right armband to make it more accurate. Added some detailing to the shin armor/boots. Tweaked the hands and fingers a bit.
I think I have everything set up so that I can UV map it tonight or tommorrow. I plan on mirroring the face, main body armor, arms legs and feet. The chest insignia, arm bands and potentially the whole cape will not have mirrored UVs to accomodate the superman symbols, and non symmetrical geometry.
Please excuse the hard edge running down the center of the model...that won't be there once I have the UV mapping finished.
Heres the pics of the final model:
You could smooth most of those hard edges, mostly in the face. While you should use some, using this many hard edges, and on the organic sections, is overkill. Ears are tiny. Character has no traps, making his cape seems to come out of his shoulders. Feet and lower legs seem small. Bulgy calf armor seems odd. No need to render that cape in the back view, it just hides your model. Crotch is thick at bottom. Chest armor seems paper thin with all that bulk under it. Post wires again, I'm wondering where you're burning away all those polygons.
Still, the overall proportions of this character bother me. Maybe a good pose could fix it. Right now, he seems off in a way I can't really explain.
Ears are tiny because in most of the picture references I have for Steel his ears are disproportionately small for his head.
Here's wireframes: