edit - (Second attempt at modeling a complete character)
I'm pretty new to 3d modeling, so i though it would be a good exercise to try and model a high poly character from start to finish. Here's what I have so far.
I would really appreciate feedback. :poly121:
initial concept:
view 01 :
view 2 :
thanks in advance!
Replies
Another thing to note is be sure to balance your detail a little better. 95% of all the visual interest in the character is from a front view. While this may be good for particular applications, I would start adding some interest to the sides and back, as well as flesh out the legs a bit more. ( model some boots insteaod of putting small armour plates over a large single mass)
great start though, keep it up.
Things to remember:
- Smoothing groups will create breaks in your model on export, so will UV seams. So plan them both out carefully.
http://www.ericchadwick.com/examples/provost/byf2.html
This is incredibly helpful in explaining why.
- Need to think about edge flow for animation, as well as optimization.
- Depending on how the model is rigged up you might want the beard modeled right into the chest or at the very least it needs edges and polys that match closely the edges and polys on the chest. That way when he bends and twists you have points roughly in the same spot that will deform roughly the same and hopefully minimize clipping.
I was definitely sloppy with the boots.
@Vig - good call, I hadn't thought of animation at all. I'll try gluing the beard to the chest. thanks for the link.
I'm using modo, and when i subdivide so of the elements really change shape...should i try to get the low poly and subdivide version as close to one another as possible ? Does this affect normal mapping at all?
- It'd also be good practice to have a poly limit, so you can work within those boundaries. But seeing it's only your second model i suppose you can have more freedom.
- Maybe you could consider modeling the fangs on the spaulders as a separate mesh. That way you can save polys and not fuss with making it look correct modeled directly into the spaulders mesh.
- You've got this sweet dual belt design in your concept, but it's not on the model. I'd try and work that whole lower body part in there, could be tough but it'd look great. As for now, it seems like you took the easy route and made a belt.
It's a damn good start and it'd be nice to see this one finished to the end. It seems pretty ambitious for a second model, but what doesn't kill you makes you stronger I hear.
- what do you mean by dual belt? 2 separate belts holding up the axe and bag?
thanks for the feedback!
As for the dual belt design, I was referring to this:
In your concept you have what seems to be 2 belts coming from under his codpiece area on his thighs. But in your model, you just have him with a belt and no codpiece/junk armor. I thought it would be cool if you actually modeled the junk protecting gear and the belts/pouches instead of going with a belt.
I want to add a bunch of rivets/screws to the armor, would it be best to do all that detailing in zbrush and create a normal map?
-thanks
W.I.P.
goodnight all
http://www.tutorialhero.com/click-59706-using_floating_geometry_when_baking_normal_maps.php
Critiques more then welcome.
thanks