I'm getting into human 3d modeling for an action game. I am not the greatest modeler in the world, and getting into the human aspect of modeling is a newer challenge itself. I've skimmed some member's models here (kudos to the OddWorld modeler) and was impressed by the work. So now, how did you go about making these beautiful models -more importantly the human ones- and making the textures for them? Did you draw a sketch from all sides and go off that? How did you make the textures fit perfectly and color them with such good shading?
If you've been by some tutorials that really helped you greatly, would you mind sharing them? Thanks for replying. Long live polycount.
*System I can model on at the moment: bloody Windows XP.
*Modeling programs that I've used:
-Milkshape 3d [I'm really good with this tool]
-Blender [Too confusing, I couldn't do diddly-squat]
*Other tools that I use: Photoshop
I hope the information above helps at all. Once again thanks. I'm sure with polycount I will be able to move ahead. Also, I recommend this site to a lot of fellow programers and modelers.
~Cadacale
Replies
For the modeling, just find some models by other people and see how they have their polygons distributed. Reference is always key.
Your questions seem to indicate you believe this to be a technical issue. It's a common understanding. However, no software or workflow suggestion is going to enable you to make a solid human model...
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[chuckles] The only reason I put any technical information up there was to see if anyone suggested anything better. I know for a fact that modeling takes practice and skill. It is an art. No amount of software can make you 'better'.
Thanks for the advice. The first reply really helped.
The two things that helped me improve were:
1. studying other people's models that I admired, and duplicating the same meshflow/polygon layout in my own model.
2. I started drawing, and as I drew, I got a better handle on what correct anatomy and proportions were.
Thats pretty much it. Study study study.
1. studying other people's models that I admired, and duplicating the same meshflow/polygon layout in my own model.
2. I started drawing, and as I drew, I got a better handle on what correct anatomy and proportions were.
Thats pretty much it. Study study study.
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I second that! but Im still not very good with edge loops and topology, takes me a while to get things right, doesnt just happen first time every time. Also Im experimenting with the workflow of building simple base meshes with simple topology and then sculpting and then building a proper mesh with good flow around the sculpt and then baking.
/sarcastic dickhead
hope this helps out.
studying other people's models is where I get topography knowledge... but I also spent 5 years in art school doing nothing but life drawing and good ol pencil animation, so I sort of know my way around the body if I don't get lazy about it.
study and practice... then formulate questions.
blood, sweat and tears
and some dark voodoo magic.
http://www.erraticimagery.com/extras/tuts.html
Here is a site no one mnetioned yet, so I just throw it away.
http://lounge.ego-farms.com/index.php
Knowing 3d application is as important as you understanding humanoid anatomy, so keep practicing them.
Good luck~
Thanks again.