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Early-Late 2000s CGI/Game Models

Making a new thread so the texture one can stay textures and this one can stay models

Now that I have gotten many helpful responses on my other thread, I now have questions about MODELS.

I found this book that goes over creature modeling from the person that worked on the King Kong movie in 2005,
https://www.amazon.com/Maya-Techniques-Hyper-Real-Creature-Creation/dp/1897177046 

But it doesn't really exist anymore, one left, 60 dollars, and no ebook.

In the early 2000s how did they achieve things like Gollum?

Or Kratos?

Kong?

Avatar aswell


If there are any books, videos, or information that anyone has, it would be extremely helpful. I'm trying to get a greater understanding how they crafted these outstanding pieces of work with the limitations they had, vs what we have now.

Replies

  • Noren
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    Noren greentooth
    This was partly touched on in the other thread, but basically, like this:

    http://www.theminters.com/misc/articles/derived-surfaces/

    Bay Raitt, who contributed the images in this article and led the Spiraloid forums (not unlike Polycount, but focussed on SubD modeling), later worked on Gollum.

    @Neox also produced some very clean SubD models early on.
  • thomasp
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    thomasp polycount lvl 666
    The actual models that go into animation are still done like what's shown in the OP: manageable base model created in a very clean way by whatever method most suited to the shape required and/or defined by what the software supports - and then subdivided as needed.

    What's changed is the complexity of everything going into the final image - which was upped loads due to way more capable hardware which in turn enabled the software to get better. But open up any ancient documentation for 3D software and basic workflow and principal features will look really familiar.

    You'd have to go back to the 80's and earlier to find some mindblowingly convoluted ways of working (like constructing models on paper and then typing the coordinates into the computer and having the frames printed out without actual preview onto film - I believe they did stuff like that on Tron).
  • pior
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    pior grand marshal polycounter
    Hi there @5rettski ,

    Your question seems to imply a difference between "then" and "now" ; yet there is nothing special about the screenshots you show. As mentionned above these models were built then the same way they would be built now - the software of choice might differ, but the toolsets and processes are the same, ie building shapes and volumes by editing polygons in space. Anyone can learn the basics of that in about a day with a mentor (been there, done that).

    But perhaps you are not so familiar with polygon modeling in general ? You could maybe show examples of models you've built yourself so that we could get an understanding of where you're at. I'd love to understand where this assumption about current day models being any  different from old ones could possibly come from.

    (And of course sculpting tools being available at the time is largely irrelevant. For instance the first Kong movie coincides with the early releases of Mudbox, but this didn't affect how the base mesh was made - outside of it needing to match the high of course).
  • Eric Chadwick
    Great posts above.

    This is still a great watch:
    https://www.youtube.com/watch?v=ckOTl2GcS-E

    We have more resources here on the technique:
    http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
  • 5rettski
    pior said:

    But perhaps you are not so familiar with polygon modeling in general ?
    No no, I am.

    pior said:

    I'd love to understand where this assumption about current day models being any different from old ones could possibly come from.
    What I meant was, I find it crazy that Kong or Gollum or any of these high quality games that came out doing the time didn't have any aspects of sculpting. I didn't know if there was any kind of secret sculpting software that let them get higher details into the model. (If that makes sense)
  • Eric Chadwick
    Weta (and many other vfx studios) have a dedicated team of software engineers who make custom tools for them. They also leverage off-the-shelf software as much as possible.
  • Noren
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    Noren greentooth
    5rettski said:
    What I meant was, I find it crazy that Kong or Gollum or any of these high quality games that came out doing the time didn't have any aspects of sculpting.
    They did sculpt, especially when it comes to films, just in actual clay. Either as a reference for early decision making or to transfer the final agreed on model into 3d. That would still likely have been only the general shapes, finer details would have to have been surface level / texture detail for models like Gollum, although that's a guess on my part.


    Edit: And before Subdivision Surfaces, you had Nurbs, which was much less flexible. Still used for hard surface modelling, but not great for organic stuff.
  • thomasp
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    thomasp polycount lvl 666
    5rettski said:
     I didn't know if there was any kind of secret sculpting software that let them get higher details into the model. (If that makes sense)
    Per-pixel displacement at render time was a thing long before sculpting and definitely used on these late 90's and onwards films to detail surfaces. Pixar Renderman had it pretty early IIRC. So what you needed was a displacement map that contained the detail you were after. You could paint that in Alias Studiopaint onto the surface. E.g. Weta used that software for a long while after it turned into abandonware. I recall seeing it demoed in the Kong BTS.

    I don't think sculpting and baking was picked up all that quickly in film work. It was more of a games-side thing. Well into the PS3 era you could hire people from film who were entirely unfamiliar with baking.
  • pior
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    pior grand marshal polycounter
    Confusing thread is confusing :D 

    To the OP : 

    - Alright, so we have established that there is no "then" VS "now" in regards to polygon modeling - it's all been the same for 20+ years. So these screenshots of the Gollum and Kratos wireframes are hardly relevant.

    - No sculpting is needed in order to get a high detailled look for film and still renders. Displacements maps applied at render time after subdivision can and have been painted by hand since forever. But of course they can be baked too.

    https://www.youtube.com/watch?v=gnCbIoPGm50

    - CG magazines from back then showed great examples of very cool, detailled art done without any sculpting or baking ! As a matter of fact some looked more original than the samey cookie cutter stuff we see everywhere today. Would love to track back some of these pages ...

    - Zbrush is old, like, 26 years old for the initial "2.5D" version and the projection master trickery that soon followed (IIRC). I think regular 3D sculpting showed up in ZB in 2.x, so that's around 2000-ish. And the original Skymatter version of Mudbox released around the time of the Kong movie, in 2006. 

    Fun stuff. Looking back at old CG is certainly refreshing, espcially compared to the avalanche of ressources and computing power used today. It sure is rough around the edges, but isn't this cool ! (art for the 1999 Ring PC game)


  • 5rettski
    pior said:

    - Alright, so we have established that there is no "then" VS "now" in regards to polygon modeling - it's all been the same for 20+ years. So these screenshots of the Gollum and Kratos wireframes are hardly relevant.
    It's relevant to me because I didn't know if it was poly modeling that was used during the time, sorry for all the confusion. Do you have any videos of displacement maps being painted?
  • pior
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    pior grand marshal polycounter
    Well, it's just like any greyscale map - it could be handpainted, photosourced, procedurally generated, baked from a high ... anything goes really. You could look up Mari texturing tutorials perhaps, and old Gnomon DVDs covering character texturing for non-realtime rendering.

    This artist did it through projection in Zbrush : 
    https://texturing.xyz/pages/jonas-skoog-black-guy-making-of




    And sure enough, the displaced details on Monsters Inc. characters where not sculpted but simply textured. If anything it keeps the designs streamlined and striking ...


  • Eric Chadwick
    Hey pior, you cant spill all the super-secret secrets, man! First rule about Fight Club, you know!
  • 5rettski
    Ah okay I see, what about ears? What is a common method for that? Realistic character wise? Modeling separate and then merging it together?
  • myclay
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    myclay greentooth
    whatever works for you. :)
    Modelling parts and merging them later can work well and is a valid strategy.

    Thanks to pior for showing those displacement examples.
    It helps in iterating that the artificial separation of modelling and texturing is imo a mistake.
    Especially with the emergence of normalmaps in the 2000s.
    you can combine and mix modelling/Sculpting/texturing.
    With texturing you can also easily calculate how many vertices you want to visually emulate so yeah I am going to ignore a bit the modelling/texturing distinction.

    If we go further back in time for Software (for example to the Film Jurassic Park) ~1992-~1994 there was Viewpaint before Mari.
    Back then they for example painted 2k textures of the snout of a dinosaur... 
    There was and is a big difference between in-house tools and what the rest of the industry was/is able to get their hands on. ;)

    https://www.youtube.com/watch?v=_koaelNZpTs

    there was also Amazon 3D Paint available.

    which was used by many companies and projects.
    amazon3dpaint.pdf

    Capcom in ~2009 used Bodypaint3D(4.5) for Monsterhunter3 or at least that is what an advertisement from that time told...

    to get back to the threads topic, there was this funny looking device from Geomagic which was used with their Freeform Software?
    I think some members here have first hand experience with it and can write more how it worked or didn't work.
    thomasp said:
    You'd have to go back to the 80's and earlier to find some mindblowingly convoluted ways of working (like constructing models on paper and then typing the coordinates into the computer and having the frames printed out without actual preview onto film - I believe they did stuff like that on Tron).
    you probably mean something like the Polhemus digitizer?

    Sculpts from Pixars archives

    For Tron it was probably more this device in the below video.
    can also be seen around 2:20.
    https://youtu.be/Tm4i6D3XXBQ?t=948





  • thomasp
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    thomasp polycount lvl 666
    @myclay May I point out that your screenshot of viewpaint is really the exact interface of Avid's Matador, so it was likely cobbled together with duct tape from commercial software somehow at ILM. Also felt truly awful to use (Matador, that is). Not envious of super secret inhouse software if we're counting that one. B)

    Amazon 3D Paint was just really really crude. 
    My memory is hazy but I don't think it supported anything noteworthy and was just barren, feature-wise, like an alpha version of some super-basic paint program. Alias Studiopaint on the other hand was worlds apart. So hard to find anything about it nowadays since there is an identically named software module on Windows as part of Autodesk's StudioTools/AutoStudio. But it was the real deal: unlimited canvas size, 16 bpp, stencils, hardware acceleration (they called it hardware brushes), natural feeling paint engine well beyond Photoshop until the 2010's. It was able to paint on Nurbs patches too so a bit like working with UDIMS - and you could populate the layer stack with both geometry and images and merge images onto meshes (baking them before it was a term).

    Apparently it was so deeply tied to the hardware/OS it ran on that Alias didn't see the business case to porting it when Windows/Linux took over so we sadly lost it. It was obviously the inspiration for Mari's functionality and dare I say the whole interface of Mudbox. And it had a Maya shelf you could customize.
    Still have the installation media - but sold the hardware long ago...

    Anyway if you want to dive into that period and how things were done may I recommend Reddit for once - they have the 'vfx' and 'vintagecgi' subreddits and you can bump into a number of veterans there. I had some convos with guys from 90's Digital Domain there (Titanic, Starship Troopers, 5th Element, etc) as well as the one considered responsible for the Jurassic Park dinosaur models who also had stuff to say about Terminator and The Mask. Interesting, to say the least.
  • 5rettski
    I have some more questions, obviously.

    Where are the sources of information that people during that time used to learn? I can't seem to find ANY. Books, videos, magazines, anything.

    I've been trying to look for videos or timelapses of people EDGE modeling complete realistic 3d heads, ears, nose, and all. But I'm at a dead end. (I know how to edge model, but I like to have videos to watch other peoples approaches to it.)

    With BOX modeling, when people add loops to add more detail, sometimes they create ngons, how is this done? Is it some sort of knife/multicut tool they use? Usually when you add in new loops it goes all the way around and follows the edge flow, but from some videos I've seen, they were able to isolate the edge in a certain area, example: 


  • Eric Chadwick
    See the wiki link I posted earlier, in particular watch the  Hard Surface Fundamentals for 3ds Max by Grant 'sathe' Warwick. He makes it pretty clear, step by step, how this kind of modeling is done. 

    There’s a ton more on that page, about why certain modeling decisions are made, and what they do. Really a wealth of info.

    A lot of your questions will be answered though by just diving into the modeling tools yourself.

    Try to learn what each button/function does, and just experiment a lot. That’s how most of us learned this kind of modeling.
  • pior
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    pior grand marshal polycounter
    Well, that's precisely why I was mentionning earlier that some of the confusion in this thread might be coming from where you are in your learning of polygon modeling in general. This (and the weird question about the ears) 100% confirms it. And again none of this relates to "old" or "new" models (beyond the fact that observing "old" models made you indirectly realize that there is a gap in your toolset).

    Things like "edge modeling" or "box modeling" (or "strip modeling", or anything else really) are just casual terms that artists make up on the spot to summarize a given approach they like. You won't find books on these things. Perhaps some video recordings done by artists to document this or that trick, but nothing of substance - because it would be pointless. What you need first is to master the polygon modeling toolset of your software, in and out.

    If you don't know where to start (for instance if the software you are using doesn't have any official Getting Started content - like this is unfortunately the case with Blender, as the official Blender help link basically states "we have no time for this, go look for stuff on youtube lol") then look up *quality* educational content from older sources. I mean specifically older in this case in order to avoid sculpting-centric material. You could basically sort through Gnomon DVDs and look for anything related to character modeling from 2010 or earlier. They had top-notch content.

    https://vitalybulgarov.com/dvds/
    https://www.ebay.com/shop/gnomon-dvd?_nkw=gnomon+dvd

    https://www.youtube.com/watch?v=r8AxXG_6jyA
    Or, look up any version of the "Johan of Arc" tutorial PDF even if it isn't ported to your own software. You'll see all the steps people go through when building polygon models from scratch, you'll learn the generic names of the various tools and actions (extrude, merge, divide, delete ...), and you'll then be able to research how to perform these action in any software easily. Heck, you could even download help files from various software and research the tools that way. 

    https://fr.scribd.com/document/51416931/Joan-of-Arc-3dmax-tutorial
    https://store.3dtotal.com/products/joan-of-arc-cinema-4d-download-only



    At the end of the day you should be able to build any mesh topology that you can think of (or draw on paper). If you can't, then you're not familiar enough with your software. People learned all these things back then by studying the aforementionned ressources as well as studying casual video recordings of artists at work, shared in places like ... Polycount :) A lot of this naturally gets lost with time. In my experience there is also a lot of knowledge that gets exchanged in the workplace. And 15ish years ago was the peak of monthly CG magazines too.

    Some gifs from cool artists in action :
     
    https://imgur.com/a/csZuw#pn5lrBu

    Also the Vertex books by Ryan Hawkins are still as awesome as ever, and should be easy to find a DL for since they were a community project released for free. These are not just about polygon modeling though of course, they cover anything that the contributing artsts wanted to share.

    https://gamefromscratch.com/free-art-e-book-vertex-released-by-ryan-hawkins/

    More recently, I've seen people pick up polygon modeling from complete scratch as a direct consequence of their interest in modding games or contributing to a Steam Workshop. In such cases the information is mostly in the corresponding Discord servers.

    At the end of the day, it all comes down to studying good models and being able to create any topology. Videos are cool and all and they can reveal neat tricks, but at the end of the day a polygon is a polygon.
  • 5rettski
    pior said:
    Well, that's precisely why I was mentionning earlier that some of the confusion in this thread might be coming from where you are in your learning of polygon modeling in general. This (and the weird question about the ears) 100% confirms it. And again none of this relates to "old" or "new" models (beyond the fact that observing "old" models made you indirectly realize that there is a gap in your toolset).
    I know poly modeling, and I know blenders tools (I am a native blender user.) I'm just trying to broaden my understanding if I can. With the ear thing, I just didn't know if the traditional way to go at that is by modeling the ear separate and then merging it on, or building it directly off of your already made mesh.

    pior said:

    then look up *quality* educational content from older sources. I mean specifically older in this case in order to avoid sculpting-centric material. You could basically sort through Gnomon DVDs and look for anything related to character modeling from 2010 or earlier. They had top-notch content.
    The thing is, I don't know how to find older sources, believe me I have tried. I don't know where to find older videos or books. If you can tell me how or where to find them, that would be extreme help. 
  • sacboi
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    sacboi veteran polycounter
    for books try 'pre-owned' might have better luck digging up legacy workflows e.g.  https://www.awesomebooks.com/book/9780240809786/game-character-modeling-and-animation-with-3ds-max/used
       
  • pior
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    pior grand marshal polycounter
    Well, the link was right there in my previous post : 
    https://www.ebay.com/shop/gnomon-dvd?_nkw=gnomon+dvd

    Phisical media is the king of preservation - it is as true for TV shows delisted from streaming platforms as it is for educational content from a few years ago.

    And it takes about 2 seconds to find the newest official dl link for the Vertex books I mentioned.
    https://ryanhawkins.gumroad.com/

    You could also look up Dominance War winners - Slipgatecentral has tons of content on his YT channel.

    Or, you could also just post your best attempt at something you're trying to do in this thread and get personalized help. https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking#latest

    The question about ears still doesn't make sense ; it doesn't "now", and it didn't "then". Same goes for the question about the loops - if you know polymodeling, you know how to make such meshing. If doesn't matter one bit if the artist used some exotic way of doing it, since it is dead simple to reproduce anyways. And in this case you obviously have the video of it to study it in action.

    Perhaps you'll see things more clearly in a few days/weeks after looking at some of the many ressources provided in this thread :)
  • 5rettski
    Apologies for confusion, I know the link was there, but I'm asking if I wanted to find sources on my own, I don't know how you find them.

    If I look up "3D modeling character books from the 2000s" or "3D modeling books from the 90s," I don't find anything. Same goes if I want to look for videos. I don't know how to find them. How can I find what was available during that time if I decided to look on my own?
  • pior
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    pior grand marshal polycounter
    Well in the case of the Gnomon DVDs and tutorials I didn't search for them, I simply watched many of them a while ago hence I knew about them already :D Got a few of my own, and borrowed many of them from the library at a previous workplace. Local art schools with CG courses most likely have them gathering dust somewhere too.

    So in your case it's less of a matter of looking for things through indexed search (as indeed you won't find such listings of DVDs or books through search on this or that keyworkd), but rather a case of, well ... asking humans if they know about anything they could suggest. Which is precisely what is happening here :D
  • Celosia
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    Celosia polygon
    5rettski said:
    Apologies for confusion, I know the link was there, but I'm asking if I wanted to find sources on my own, I don't know how you find them.

    If I look up "3D modeling character books from the 2000s" or "3D modeling books from the 90s," I don't find anything. Same goes if I want to look for videos. I don't know how to find them. How can I find what was available during that time if I decided to look on my own?

     You're phrasing it as if speaking to a person or chatbot. Books being published today aren't described as "books from 2020s" now; Books from your data range weren't described like this when published either. Only people chatting about them today would phrase it like this, and given that book blurbs are rarely, if ever, updated, you simply won't get direct matches this way.

    Try an advanced search using a data range and keywords only like "3d character book". You should also try Google Books, which can filter by date as well. While you won't necessarily find the bestsellers this way you'll find plenty books to look up.
  • 5rettski
    Celosia said:

    Only people chatting about them today would phrase it like this
    Which is exactly why I'm phrasing it like that, I am talking about them today.

    pior said:

    So in your case it's less of a matter of looking for things through indexed search (as indeed you won't find such listings of DVDs or books through search on this or that keyworkd), but rather a case of, well ... asking humans if they know about anything they could suggest. Which is precisely what is happening here :D
    Alright, thank you. Would you have any free pdfs that I can use? The other ones I have to pay, money isn't a problem, I just want to know my other options first haha.

    Oh and the Joan of Arc thing, what happened to the original with Michel Roger? I can't seem to find it anywhere. I get it's all the same techniques, but I'm still curious. I like reading on these thihgs, that's another reason why I try to look for these books or videos, I simply like to read or watch them haha.
  • pior
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    pior grand marshal polycounter
    "Which is exactly why I'm phrasing it like that, I am talking about them today".

    You're missing the point Celosia is trying to make. I suppose you're not a native english speaker ?

    The point is that only people chatting one on one would describe a book about a given topic from a previous period as "a 
    book about [topic] from the 2000s". Thats something understandable by a human, but not something that would ever appear in the title of the book itself or in its original indexation written back then. Hence it would not be picked up/retrieved by search - outside of, perhaps, getting a hit on some obscure but recent blog post from someone reminiscing about these things.

    However if you do have access to a search field for the original publishing date (as I assume most librairies do), then you could filter by that.

    Anyways, you have more than enough ressources now to keep you busy for weeks.
  • 5rettski
    pior said:

    You're missing the point Celosia is trying to make. I suppose you're not a native english speaker ?
    I am a native english speaker, I'm just not the best at words.
  • Celosia
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    Celosia polygon
    5rettski said:
    Celosia said:

    Only people chatting about them today would phrase it like this
    Which is exactly why I'm phrasing it like that, I am talking about them today.
    Dude.

    5rettski said:
    If I look up "3D modeling character books from the 2000s" or "3D modeling books from the 90s," I don't find anything.
  • 5rettski
    Celosia said:
    5rettski said:
    Celosia said:

    Only people chatting about them today would phrase it like this
    Which is exactly why I'm phrasing it like that, I am talking about them today.
    Dude.

    5rettski said:
    If I look up "3D modeling character books from the 2000s" or "3D modeling books from the 90s," I don't find anything.
    I got it now, apologies.
  • FrankPolygon
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    FrankPolygon grand marshal polycounter
    Johnathan Williams still has some public videos of his edge modeling and facial topology series from the late 2000's and early 2010's. This is fairly representative of how things were typically done prior to digital sculpting. At least for those using open source tools from the period. Tool sets do vary but a lot of the fundamentals are similar.



    The site is long since defunct but back in the mid to late 2000's there was a forum dedicated to subdivision modeling where artists shared tutorials and offered critiques on work in progress. Unfortunately it seems like a lot of stuff wasn't archived and threads like "Super basic workflows" are now completely lost to time. https://web.archive.org/web/20070712091532/http://www.subdivisionmodeling.com/forums/ 
     
    There were also a whole bunch of other sites, like CG society, that had similar discussion boards and those were a primary source for a lot of us who either couldn't afford or couldn't access professional level training but still wanted to learn subdivision modeling. Prior to video hosting platforms a lot of online learning content was either posted on forums, which have long since been shut down, or hosted somewhere as web pages and downloadable text documents.

    Stuff like this was really all that was available for free and like others have said, the actual modeling process is pretty rudimentary and easy enough to replicate today using basic poly modeling operations. A lot of stuff we either had to figure out on our own through trial and error or find someone who knew what they were doing and was willing to share their knowledge. Often with nothing more than a couple of paint overs or a scanned page from a book and a few lines of text.

    It is possible that someone has fragments of these popular workflow discussions or at least the media from them saved somewhere. Though, to be honest, if you want to see these older workflows in action then it's probably easier to try and find modeling time-lapses from 2006-2010 on YouTube. Back in the day it was a somewhat popular thing for organic and character artists to share modeling time-lapses. This trend continued for a while as more and more people shifted over to 3D sculpting applications like Mudbox and zBrush then slowly faded away.

    When searching for videos on YouTube, try keyword phrases like: "edge modeling topology time-lapse before:2010" and the search results will be filtered to only included videos from before the selected date. This makes it a lot easier to find content from working professionals who were sharing their workflows back in the day.

    Even stuff like basic box modeling time-lapses and other tutorials from over a decade ago are still out there.


    When it comes to the question:"How did people do it?" Often the answer is: artists worked with whatever was available and iterated a lot until things looked correct. Especially when working from concept art or replicating obscure subjects.

    Although it's not ideal, it wasn't all that uncommon for people (especially when learning) to create models based on a very limited pool of references that were nothing more than a front or side view and a handful of turnaround images. For characters it might even be as basic as a single concept sheet with just a three quarters view and some basic proportions from a front and side view.

    As unsatisfying as that sort of answer may be, if there wasn't direct access to the subject or a lot of reference material that you or someone else gathered then it was often up to the individual artist to fill in the blanks as they were modeling. Usually with some input or guidance from an art director or concept artist.

    In the how do you model this thread, Per used to have a few really good posts with examples that demonstrated what older concept block-out processes looked like for props and other stuff that was still being done with subdivision modeling but that content is also lost to time.

    Here's a link to the original JOA tutorial that was hosted on 3Dtotal: https://web.archive.org/web/20080621094924/http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp It takes some doing but it is possible to occasionally find this stuff. Whether or not it gets archived is kind of hit or miss. Knowing where it was hosted also helps and those lost connections sometimes make it difficult to find things people talk about seeing or learning from in the past.
  • Joopson
  • Klunk
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    Klunk quad damage
    I think the goto book of the day for facial modelling and animation was https://www.amazon.co.uk/Stop-Staring-Facial-Modeling-Animation/dp/0470609907 probably still relevant when trying to achieve "character" :/ I've got a first edition copy from 2003
  • Neox
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    Neox grand marshal polycounter
    Thats the one I (and Hanno Hagedorn) learned the basics of organic modelling from.
    Way back when our English was so rudimentary, we didnt know that timelapse means speed up.

    So we tried to hit Irfans speed doing the same thing over and over and over again hot seating on Hannos PC, we got close, tho never this fast.

    Took me a while to realize why we couldn't hit it, hehe


    Good old times :)
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