I've been looking through the forum, admiring intricate works and basic works, great textures, environments, characters, etc. etc.
But its made me think of my stuff and I'm not as good as I wish I could be. To try and work at the level I've seen on these forums I draw up a character design and started modelling but I can't seem to get it right, I've completely skews away from the shape and style of my character.
I was wondering if anyone could help me, give me some tips on working with an indirect reference. (If my terminology is confusing, by indirect I just mean a reference were I cannot tracing the shape.)
Here is the design I'm using as reference:
Old Pics:
http://imageshack.us/m/840/8145/kido.pnghttp://imageshack.us/m/405/8114/kid00.png
Here is the model atm, Ortho:
Perspective:
Old Pics:
http://imageshack.us/m/109/9765/screen01i.pnghttp://imageshack.us/m/151/2286/screen01oc.pnghttp://imageshack.us/m/156/8895/screen01ux.pnghttp://imageshack.us/m/31/668/screen01hv.pnghttp://imageshack.us/m/708/8744/kid03.pnghttp://imageshack.us/m/864/9809/kid01c.pnghttp://imageshack.us/m/27/8659/kid02.pnghttp://imageshack.us/m/827/2960/kid0.png
You can see, I got a general shape for a head, but then looking at the reference its completely off of the character but I've tried messing around with it and I can seem to get the right shape.
I'll take any and all help,
Thanks in advance,
Bombshell
Replies
Its updated now, the initial design is what I intend to use for detail.
theres really no detail in it. i'm not saying that what you drew looks bad.. its just that it seems to be the very first step of creating your reference.
i mean you can't really model a 3d shape without at least a hint of shadows that give you an idea of what shape its supposed to be.
Here is the redraft of the design. I don't feel comfortable colouring it as that is my weak point.
Any better?
I'm rather happy with how the model is turning out, any tips on topology, proportion, whatever?
Also with the Armour I have notices I need to make room for the circles in between the plates and make the plates come to more of a point.
I've already modeled the 2 skull buckles on the shoulders, as for the back, the chest plate is only intended as a chest plate, behind it is the rest of the robe that can be see around his legs.
Main thing concerning me atm is the hands and arms, the arms I can't help but feel are off some how, but I can't quite see what it is yet. The hands I'm just terrible at hands in general XD. its hard to get good topo on them.
Thanks for pointing out the chest-plate else I might have forgotten about the plates under it needing to be slightly pointed.
If you notice anything else or need to elaborate on something I might have overlooked, please say this model is meant to be my first cosmetic piece, the first model made for bragging rights and so I want it to be my best.
the arms look weird because theres no real hint at the muscles... its just sortof .. well..
the wrists shouldn't be bigger than the upper arm, and i think you could get a better topology on the shoulders by redoing it in the following way.
delete the whole arm, so only a hole remains in the upperbody.
i usually use either a 8 or 12 sided circle for that, so tweak your topology accordingly (depending on how much detail you need)
now comes the important part.
select the hole and extrude outward on the X axis 3 times. then fill the remaining hole with faces and delete the faces at the bottom of your extruded geometry.
then extrude the arm in a 45° angle downwards, thats easier to rig and animate later, use 3 segments for upper and forearm.. that way you get enough geometry to really get the shapes of the individual muscles going, but its not too much either.
if you just extrude the arm out straight like that and use a T-pose you'll have too much geometry in the armpit area and it'll be hard to get it to deform right in a normal standing pose.
mild colouring on the design and a fix on the hand
and an update on the model, looking better?
EDIT: slight anatomical correction
Old Pic:
http://imageshack.us/m/151/2286/screen01oc.png
I have 2 pains in the ass and 3 pieces of fun ahead of me!
The Hands and The Boots will be a massive pain, hands always are but these boots... well looking at the reference pic you'll get the idea.
the 3 pieces of fun are the skull codpiece and buckles, the weapon and then the texturing!
I do intend on making a high poly in zBrush to add more detail to the hair and the clothing and etc. etc.
After that all I need is to rig it and get it ready for animating, I think this will be the model I use to test my new engine, I'm almost done with the deferred renderer which is a pain in the ass to learn, it will be great to try my best model with it.
Ortho:
Perspective:
Thanks for the help guys
if there is still anything wrong or anything that could be improved let me know,
else I will continue to update this topic as the model and textures progress, purely for journaling sake,
Thanks for reading,
Bombshell
Also- modeling all with 1 mesh might seem like the right- "pure" way to model at first- but you`ll realize once you start modeling anything semi-complex that all that topology ends up working against you. Its best to seperate things so you have more control over each individual part.
Separate elements = the right way
With the multi-mesh model point I think I know what you mean, it was especially difficult to maintain topology when moving from neck to body, body to legs and now arms to hands. The shapes of different body parts are not often easy to make using the same shaped loops as the connection parts.
"if your learning to model" well this needs a bit of context, I can model to some degree but I am intending to become much better at modelling to the point where I could be considered professional (I know I have a lot of work to go, but I'm making games single handedly so if I can't make the models there won't be any.)
How would you suggest I split this model should I choose to restart it?
and what programs would fit what parts?
I have zBrush, Adobe CS4 Collection (little relevance but I thought worth noting) and Blender at my disposal. I have come across some tutorials and or comments suggesting a very low poly base in a modelling program (such as blender) then a high poly sculpt in zBrush, then return to the modelling program for a re-topologizing. Is this a good technique? I can't help but shake the feeling it would slow the rate at which I learn to be a better 3D Game artist.
As far as what should be a separate model- The answer is: "what makes sense to be a separate model" Think of it as making a puppet- if you were making a pupped in real life, what could parts all need to be continuous? and what parts could simply just hang off of the puppet. You have to consider how it deforms first and foremost. where do loops need to be so it can bend properly? What objects can simply just be rigidly bound to a bone? modeling is like solving a ton of little puzzles. The least complex that puzzle is- the faster you can solve it.
I cant tell you what programs you need to use. people can get amazing results no matter what apps they use. The only advice I can give on that is 3dsmax seems to be pretty choice as an "out of the box" product. Its going to have all the stuff you need, right off the bat. Maya seems to be better for animation, but as a modeler max seems to be the king (unless you work at ID and use Modo :P)
Imo- dont touch zbrush until you can knock it out of the park with traditional modeling. People would dispute me on that, but I find you need to have a super solid grasp on what normal tangancy is all about before your aloud to run amuck with z-brush. At the end of the day- your putting a lowpoly model into a game engine and not a z-brush model. Game ready meshes carry constraints than need attention in terms of how you work around them. Learn that- then apply those learning's to a HP sculpt.
The thing about this field (or really any field in life)- the more you know, the more you realize you dont know. I see that your trying to do some engine code on the side- Thats all well and good but that's a completely different field, and here you are standing at the precipice of the game art ravine. The time you spend getting good at this- is time spent away from other stuff- you can get good at this, its just going to take some focus.
The separated models I'll give it a go, I'm assuming head, neck / torso pelvis / legs (in this case robes) / arms / hands. I'd put the arms and hands in 1 model but they have very little relation in shape and its one of the points where topology won't carry over without a fight.
The zBrush point, thats exactly what I was thinking and I completely agree.
thanks for all the help,
I'll give it another go tomorrow and posted up when I feel I've caught back up to the current model.
the arms almost look like toy arms there far to large for a child especially the biceps alos try roughing out your concept in zbrush first dont worry about the detail yet or even the final mesh just get a really nice silloutte in zbrush first basic model, then put detail into his body and face then start to dress him you will be much happier with how much room for change you will have compared to making the whole basemesh first,
i hate to be patronising but if your not sure about topopgun or anything like that so far then you should get sure life is alot easyer retopping a perfect highpoly,
think of it as a grown up dot to dot :P