That was interesting, I guess. Here another try. If someone reads this here and wonders whats going on,
reading my third post explains stuff. Apologies etc.
Ok. Here is my first ever player model. Work in progress, low poly.
Since it's my first model, that is more than an adjusted primitive, I want to know if there are things I
should or shouldn't do with it. Besides adding feet.
I'll probably use a light map as a base / start for the skin.
Here is a sketch of the skin design. Done after I started the model. Drawn while on a train.
Replies
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take some
....
8=====D
I LOL'D
and felt the thread here was outdated. So I edited the thread, since I couldn't delete it.
The people of the forums here took the opportunity to ... comment.
I lol'd . alot of the old bums on here can be kinda snobish at times, but its all out of love (Perna im looking at you!)
Just post what you were originally trying to get feedback on and people on here will give feed back
everything we do gets outdated fast, but thats where updating comes along, collect some outdates for a few days and post
btw people are just having some fun, dont sweatz it
You should probably start a new thread thread though as this one is already derailed.
[EDIT: Changed the first post, uploaded pictures again, etc.]
3D Technique wise:
Is there a reason why you are working in all triangles? Are you using an "edit mesh" modifier rather than a "edit poly" modifier? The reason I ask is because it is easier to work with mostly quads (4 sided) polygons than all triangles.
Is there a reason why you haven't merged her body parts together into one mesh?
Anatomy wise:
My original critique still stands, keep studying anatomy. Get some books and draw from life. Try to get a hold of some books by Andrew Loomis and go through them, they are floating around on the internet and shouldn't be too hard to find. Right now unless you are not going for realism there are a lot of proportion issues to fix the most glaring to me is that her neck is way too long.
Check this out and compare it with your model:
In the model tutorials I learnt from (for UE2), it's said there that models should be triangles.
I thought this applies to all game models?
My one major suggestion is you're so low poly right now you can barely even get any decent anatomical base down. The same goes with what I said in regards to Ben's page: one quick thing to adjust is to narrow the shoulders and widen the hips.
One thing you learn from plenty of life drawing is diagrams are there for reference, not for step-by-step instructions.
Keep it up!
All models, whether game or animation, are converted to tris when they go through the engine or renderer or what have you.
Before that keep it in quads, quads are best Especially if you want connect to work right or if you want to put it into zbrush later.
True they need to be tris in game but the game editor coverts it for you.
The engine will triangulate for you, but if you do it manually beforehand after Zbrushing (and before UVunwrapping), then you can optimize where your tris are.