I am really struggling with this idea of what a "clean model" is. I feel it is holding me back as an aspiring high-poly artist. Let's look at what employers "ask" for... http://www.epicgames.com/jobs/character_modeler.html "Ability to model clean models" it says. Can someone define what that really means? Now I understand…
How can the lower poly have correct form for deformation if the high-poly does not? The only thing you are defining on a game-rez model is topology. If it doesn't already have everything else correct then it will not be as good as it can be. This normally passes fine at most studios (low-poly model adjustment after the…
you can tell when you look at a model if its clean or messy. are there loads of verts not defining the form? are there bunched up areas of polys and other areas look blocky? very long and thin polygons? lots of polygons but still a blocky undefined shape? booleans are fine, but you need to clean them up afterwards- most of…
Right, you build the low-poly on top of the high-poly. But the body is not composed of noodles, nor arbitrary lumps. For example, given a character's default pose- how much definition do you give to muscle groups, or an elbow, given how it will need to move? How do you model a knee on someone in a straight-legged pose? You…
I think you need to pick apart Kevin's description some more (btw he works at Epic): you need to know how to model for form, deformation, and so the details in the texture look their best during deformation. This isn't just the job of a game-resolution modeler, since if your high-resolution model is not planned properly…
That stuff is ace. I was asking for shortcuts but it looks like you just tough it out keeping it all in quads mostly. How long does some of that take you? I'd love to see teh wirez. EDIT: The more I look at that stuff the more jealous I get...lol Amazing work dude. So I take it you do some of that stuff in patches & nurbs?…
Its another way of saying 'really good' models. Anyone can throw a messy model together that looks like what its meant to be but fewer know how to do flowing contiguous forms broken up with intricate detail without pinching and stretching on the models surface.