Well, I've been lurking for some while, posted once or twice on the old boards, thought I'd try and complete something in time for the contest (outlook questionable)
here's the concept so far:
He still needs more details/uniqueness but it's a start.
finally starting to get somewhere with the model...it's going pretty slow since it's my first player model. I'm having the darndest time trying to get rid of his "diaper pants"...
to get rid of those diaper [email="pants@!"]pants@![/email] haha...u need to remember that the ass is two legs...which means...it is two things inserting into pelvis...lemme see if i can get u a pic...
pull the choda vert up on the Z axis...and bring the edges that run vertically down his butt crack foward toward his crotch
to be honest, it looks like you modelled a cowboy. he's got the straight boot-cut fairly tight pants on, and cowboy boots.
first thing i would do is move his feet out a little so its not perfectly straight from hip to toe, and turn them so they're not perfectly parallel to each other. having the legs in a more natural position really helps when looking to make clothes look right, because you know how they're supposed to look like that.
quick things i see is to make the legs wider from the front-view
Thanks for the crits Sectaurs, you were right on the money with all of the adjustments, I think he looks a lot less "cowboyish" now and more natural, though I do want to stick with somewhat tight pants since I'm going for the 80's Thrash/90's Black/Death look.
I'm sitting in fear of the torso head and hands though...I guess I had to model that stuff eventually!
Shirts looking good. the loop that corresponds to the pectoral detail can probably be lost on the back.
hmm... looking at it now, maybe the top half of the shirt could be scaled down just a tad? also add a loop where the sleeve meets the torso for deformation and you're golden
thanks a lot for all the help so far Sectaurs, it's been invaluable.
I'm having an incredibly hard time with the hands (I had to scrap what I had started with them), but I think the arm is finally starting to shape up. I can almost definately slim the polycount down on it a lot (and the boots too), but I want to finish the hand first. Right now everything is totalling out to a little over 1,000 triangles.
As for that loop by the armpit, what exactly do I need there, to just put a loop all the way around that shoulder joint? I modeled it with the arms down because I was thinking of how a shirt is sewn, but I guess it isn't really the right way to think about it for model deformation, heh.
Finally got the arms and hands hammered out...all that remains is the head...
I'm pretty sure I wont finish this in time for the deadline (sadly) since I started late and, well, I'm slow as hell since this is my first time. I definately intend to continue and finish it up anyway though, since I really need to learn how to do this.
Sectaurs, do you think you could draw me a real quick paintover to show where that extra loop should go for the shoulder? I wasn't sure which polys to cut through/around, and some more help on that would be awesome.
If anyone else has any comments/crits on the meshflow or anatomy or anything else they would be greatly appreciated as well.
Replies
<updates below>
pull the choda vert up on the Z axis...and bring the edges that run vertically down his butt crack foward toward his crotch
first thing i would do is move his feet out a little so its not perfectly straight from hip to toe, and turn them so they're not perfectly parallel to each other. having the legs in a more natural position really helps when looking to make clothes look right, because you know how they're supposed to look like that.
quick things i see is to make the legs wider from the front-view
Thanks for the crits Sectaurs, you were right on the money with all of the adjustments, I think he looks a lot less "cowboyish" now and more natural, though I do want to stick with somewhat tight pants since I'm going for the 80's Thrash/90's Black/Death look.
I'm sitting in fear of the torso head and hands though...I guess I had to model that stuff eventually!
>Updated<...Again! Now with torso!
Shirts looking good. the loop that corresponds to the pectoral detail can probably be lost on the back.
hmm... looking at it now, maybe the top half of the shirt could be scaled down just a tad? also add a loop where the sleeve meets the torso for deformation and you're golden
I'm having an incredibly hard time with the hands (I had to scrap what I had started with them), but I think the arm is finally starting to shape up. I can almost definately slim the polycount down on it a lot (and the boots too), but I want to finish the hand first. Right now everything is totalling out to a little over 1,000 triangles.
As for that loop by the armpit, what exactly do I need there, to just put a loop all the way around that shoulder joint? I modeled it with the arms down because I was thinking of how a shirt is sewn, but I guess it isn't really the right way to think about it for model deformation, heh.
<updates below>
I'm pretty sure I wont finish this in time for the deadline (sadly) since I started late and, well, I'm slow as hell since this is my first time. I definately intend to continue and finish it up anyway though, since I really need to learn how to do this.
Sectaurs, do you think you could draw me a real quick paintover to show where that extra loop should go for the shoulder? I wasn't sure which polys to cut through/around, and some more help on that would be awesome.
If anyone else has any comments/crits on the meshflow or anatomy or anything else they would be greatly appreciated as well.
take a look at his Skater