Hey Everyone,
I saw this website a few weeks back and thought i might as well post some small stills of the stuff i have been working on.
comments and critcism's are welcome from fellow 3d artists and the like.
First model is an unfinished model that i am trying to create, yes I know it's dragonballz i know some of you will want to fall down and faint at the sight of another DBZ model.
The concept i was trying to go for was the standard Anime look of the DBZ characters, I chose to do Goku as he is the most popular one and so there would be more image material on him than anyother character in the series.
Here are a few draft Wires and front view shot of the character.
The second model i am working on is this i am aiming to be a bit more realistic, thats what i tend to gravitate towards to anyway.
The Character was going to be called Xaiyo and the concept was to base the character off a woman of Asian ethinicity.
As with the last Character here are a few wires and still rendered shot of the character so far.
Hope to hear from someone soon
l8ters
Replies
Your loops are way too grid-like, try to avoid having them go in perfectly straight, parallel lines.
I think what KDR said is right, I've been trying to read as much as I can, and I'm not yet certain how to ensure good deformations, but you should try following lines of musculature etc with the mesh. You still need to keep to tri's and quads of course.
Maybe take a look at some in game models, or some stuff like the joan of arc tutorial and some of the really top notch modellers work to get an idea of how polygon flow can be used to create better models, especially at lower polycounts.
You're doing well so far, keep up the good work
Gurahl
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hmm ok let me get to work on it.
You are building people, not a brick wall, therefore right angles are banned!
Have a look at my tutorial discussing the evil square.
http://www.rsart.co.uk/?page_id=51
And the rest of ye - start linking to it!
This one:
here are after photo's of what i have now from the wires i showed in the intial post.
The next thing i am goona try and do is start on the hair.
He's coming along well. You could probably be a bit more ruthless with your excess polygon removing but your current version is a major improvement over the earlier one. Have fun with the hair.
But yes the way the arm was modelled for that particular version of him was in the same way you described and i could clearly see that when i do come to skinning and rigging the model there would be for better movement in the arm if i modelled the arm in a similar fashion.
You are right about how i could be more ruthless with the optimisation. I could cut down more polygons from the arm and definitely the hand. Though the only thing i am worried about is if i go overboard with the optimisation on the hand i might lose good deformation on the hand when i come to animate his hands espescially the fingers.
Ye the Hair i was thinking of using the new hair feature. so it looks more natural, but i reckon it would look a bit out of sorts to have hair like that on a low poly character.
Non-Saiajin Goku's hair is pretty much just straight spikes anyway so hair simulation probably wouldn't be the ideal solution even if it was feasible in engine.
I took your advice jackablade and moved the arm out a bit, instead of them being straight down by his sides.I have started work on his boots, also could someone give me a second opinion on the shoulder area,I think it might need to be redone.
On another note i have been working on the Asian woman and have got quite a few things done so far. I have created the head, hair and applied clothing to the character. I am still through the process of texturing the head as i know i rushed it a bit. I did a bit of optimisation on the woman in and around the body, anyway here is what i have as before criticisms and comments are always welcome.