Hi everyone, my name's Steve, I've been following the PolyCount site on and off now for awhile, and been playing around with modeling just as long. I got interested in modeling around the Quake 1 days and just haven't stuck with it as much as I've should, but I always keep coming back to it, and enjoy it quite a bit.
Anyways, here's a game character I'm working on, he's a boy who idolizes the Chinese Monkey King (so he sort of resembles a monkey, and digs up a headpiece to wear). I want to keep his polycount around 2K, it's around there now, but I'd like to add in some more faces around the mouth for facial animation.
Anyhow, I'd love some feedback on the design, the placement of polys, and what can be optimized. I tend to have a tendency to want to over optimize areas and I'll end up ruining a plane change, or I'll put in too many segments around a joint for deformation when it's not all that necessary. Right now I definitely think the back of the head/helmet could be optimized, and I need to clean up the section under the head/chin area, but I'm having some problems with that. Other questions I had were around the legs, does there even need to be a knee modeled if it's hidden under his shorts? Also, the planes of the back under his vest, do they need to be there, or can there essentially be a hole in the mesh if the vest is always covering it?
I'll link the inline images to larger versions on my site. Thanks alot in advance.
Replies
Here's (http://www.zombiemonkey.com/images/saru/saru_comp.jpg) a compilation of the above shots with some of my initial concept sketches.
What I'm planning to do after getting all the faces done would be:
1.) Use Normal Smoothing/Hardening to make the appropriate areas soft/hard.
2.) Map and Texture him (ugh.)
3.) Rig, and then do a couple animations of actions you'd see him perform in a platform style game.
Any feedback/critique on the design, face/poly placement, possible issues/problems would be very much appreciated.
Thanks again.
Hope that helps you.
Here are some more shots I've taken (I haven't had much time to work on this yet, so the areas haven't been optimized) of the front areas like you mentioned. The red line on the face is where I'd like to put some more faces to allow for mouth animation.
KDR_11K Is this the loop you're asking about on the top of the head? I wanted the outer one to be the top of the helmet thing, but I kind of didn't know what to do with the rest of it moving into the center, so I think I'll rip that part out and rebuild it to be a bit nicer.
About the vest: Should it be attached (at the vertex level) to the rest of the body, or can it just kind of be parented/grouped and animated to follow along with the body?
Can there be holes in the mesh under the vest, or is it just fine to leave the faces underneath to make up the back?
That should actually lower your count and provide a mesh that will let you shape the head to better match your concept.
As for the loops on the face you may want a few more than that if you want to get a good facial animation going on. It's a good first run and you have the idea you just need to get the format down. Keep it up!
Can I ask you to draw like you did on the top of the head to help me resolve the face and the underside of the head? That really helped a lot.
Thanks again for both of your feedback, it's been really valuable.
Subdivision Head Modeling
He does a really good job of breaking it down. Ok for the face and jaw, your looping is actually ok for the number of polies you are using but they could still stand to be aranged in a more organic way, right now they are almost lines that go right accross the face. the loops around the mouth need some work. Try to avoid tris in any place that will be animated. Tris on an animaiton point can cause icky black spots and other nasty things. So try something like this:
All I did here was follow a ring for the forming of the mouth. A structure like this will avoid tris around the mouth. I'm not doing a paint over of yours because my photo shop is busted here at home so I hope this still helps. Maybe you can use it as a starting point for yours... Keep it up.