Hey all,
I've been a lurker here for some time, and I am slowly learning to 3d model thanks to you all and classes. Recently I started my first humanoid model, and I did it through an editable poly and with cylinders. I learned alot of it through Ben Mathis's tutorials... Thanks Ben! The flow on my mesh right now is really really bad I think. I've got some pictures on my artist blog just in case you'd like to see what's going on. I do not know how to render with wire/facets on though... can anyone help me out? Thanks!
Blog:
http://egartistblog.blogspot.com/
(Also, there is a seam there because the left side is an mirror instance)
-Evan
Replies
There are more or less standard ways to model upper arms. Maybe fixing the shoulder will make the arms look better. They are not too far from acceptable.
The flow on the face looks aweful, but that may just be the smoothing. There is only so many details you can model on the face within a thousand tris. I would like to see a wireframe so we can see where you are spending polys.
Good work. Keep it up! Some of my early models looked just like this.
By the way, what is that drawing your working off of? looks cool, although a bit stretched wide. Face needs some work. but you'll figure it out.;)
I'd say your picture is stretched too wide, and too 'deep'.
make sure the plane you've applied it to is the same proportions as the image - and easy way to do that is to make the max units match the pixels, then uniformaly scale it to whatever you need.
if the images are, in fact, unstretched, I would suggest your first humanoid be something a little more traditionally proportioned.
EDIT: Sectaurs you must have posted like the same time I did. I've gotta get ready to go out, but when I get back in tonight I'll try seeing if the proportions are correct. Thanks bud!
I think I would redo the head. Getting the flow right for the head is really hard. I would skip doing eyelids or lips.
Your instructor may have told you to work only with quads. I hate doing that, and it isn't standard practice for game art anyway (unless you are taking the model into ZBrush). The rule for game art is that if a triangle isn't defining shape, it shouldn't be there.
How many triangles are you at right now?
econgalo, your model looks to be suffering from 'modeling a face from memory' syndrome. The sketch isn't working out for you, so get good front and side photographic reference of a female face. Import them at a higher resolution than you are currently using and you'll see how far from human your head currently is. Look at some faces, and *definitely* find some good wireframes of models at similiar resolutions to yours and study. Your topology is all over the place.