Hey guys, as you know I do alot of prop modelling and sci fi stuff but over the past view weeks I've been looking into more character and creature modelling. I've been trying to do it with boxes ever since I got 3dsmax years ago but it just confuses me with vertices on side views on see through mode
lol.
So here is a test of using planes its clearly a WIP but do you think its a good start? Am I going in the right direction? I really like the flow when you get the hang of it but I'm worried about how I'm gonna make it all more 3d and add a back and stuff but I have poly count to back me up
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imo, you're getting into too much detail too soon here- quads are too small at the moment. if it was me, I'd be focusing on blocking the whole thing out with quads no smaller than twice the size of yours atm, unless it was really neccecarry. then, go in and cut it up for the details.
now, I can't see these pics and not try to pimp the 3d concepting technique which I enjoy so much, because (to me) it offers such nicer guidelines for this kind of modelling
http://www.redprodukt.com/post/3dconcept.pdf
what you can do here is chop up the guide planes and position them into more realistic 3d positions, to give a better sense of the concept in space. this helps a lot with those tricky 3/4 view bits- a big pitfall for just modelling with front and side ref
well, that's my advice
PS- don't forget that if you don't like modelling like that, or you're finding an area tricky- you can use splines. duplicate a bunch of splines up the arm, torso, leg etc, and arrange them to conform to cross sections of the body. then you can loft(or is it extrude?) them together into one continuous mesh- I think its touched upon in the doc
The thing that suprises me is that you already have so many subdevisions even though you just started. I myself (I am not saying its the right way) usually would have far less polygons at such a state. Because its usually easier to add/tweak loops later once you have all body parts roughly in place.
As for the character reference: very us-comicstyle clich
Though It's all about finding your own work flow, experiment, If you get good results then why not.
anyways, looks like a good start to me!!
I used to do it that way but found that it quickly became annoying and got in the way of my actual modeling and or viewing the entire ref quickly. since you're only really using those for when you're in front and side camera views feel free to push them WAY out of the way.
When you switch back to Left/Right or Front view they should still appear to be in the same place.
-N
1) look at images of muscle builders just so you can see how everything flows together (it helps in blocking out shapes)
2) check out Notic TheSheriff's tutorials on youtube http://www.youtube.com/user/NoticTheSheriff he does an entire character with plane modeling
3) the arms and legs try modeling them seperately from the body first and then attaching it makes it easier when your just focusing on one part at a time.
Also the way I would connect them is propably through bridge. Just slect the pair of edges you want to connect and hit the bridge button which will create faces between those edges
The chest has back face cull checked. I cannot bridge the edges aswell. Are they flipped?
1.) selelct either chest or legs and convert to poly, In the editable polytab click "attach" and select the other body part. Now booth are 1 Poly/ Mesh
2.) go right click on this object and go: object properties > backface cullig
3.) now if some faces seem to be flipped select them and hit "flip" in the editPoly tab
for any other help just post screenshots so people can help you better
A.) goto face mode and rightclick in the viewport and select "create face" - then click through 4 vertex points which you want to define as a face (in circular order).
B.) in edge mode extend the edge holding shift and move them in a direction. The move those new extruded or extended edges to the other pair- select booth edges and try to weld veir vertex ends.
Go into the vertex sub selection mode of the poly mod and click on the unhide all. See if that gets you anywhere.