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Cold
11-19-2007, 11:31 PM
Hi everyone.

Just to quickly mention my intentions. I am new to the 3D programs and i have posted my first attempt to model a character in the hope to get tons of feedback, helping me improve in leaps.:)

Also to give you a picture, I have spent a whole day on the mesh, took me ages to understand all the maya building functions, including looking at some mesh samples of others. I am slowly understanding. Not sure if I have a decent mesh here, wouldn't mind feedback on that. After that I want to import it into zbrush, got to get some tutorials for that first.

Anyway, my main focus on this mesh was good stretching and fold for animation, so a real bonus would be advise to what I could do and why exactly. That would be appreciated.

Thanks.

http://i77.photobucket.com/albums/j64/Cold1981/firstmodel.jpg

Japhir
11-20-2007, 01:58 AM
i like the propotions a lot! the shape is ok, but your edgeflow sometimes isn't, especially if you want to import it into zbrush. the "star" verts on the collar bone in the front, and on the back are not good, by doing that you get loads of tris which will cause pinching when subdividing the mesh. for knee/elbow deformation check out the tutorial that was written a while ago about that (find it somehwere in 3d help and tutorials section i believe). edgeloops of the head definetly need work too if you want them to deform well.
hope it helps! great start for someone who's using a 3d program for the first time!
keep it up!

Cold
11-21-2007, 06:48 PM
Thanks japhir. I looked into it more and theres alot of stuff that confuses me, and it frustrates me majorly, been eating more too lol:P

I've got this character I concept, and I am trying to get as close as possible to it.

http://i77.photobucket.com/albums/j64/Cold1981/mainchar.jpg

http://i77.photobucket.com/albums/j64/Cold1981/Headmeshin.jpg

As mentioned I fixed the trising on my first attempt to model(well tried)

On my second I went really low poly, but it looks crap...

On my third attempt i used Sparks meshing sample of his mesh flow...

I don't know what the best way is to go about getting this concept into 3D, I thought i would stick with the third attempt and model the goggles and mouth piece later...

any crits and advice would be cool.

thanks

Japhir
11-21-2007, 11:56 PM
that third one is much better! cheekbones are nicely defined by the topology (you see? that's good!). i like the concept too!
keep it up!

Cold
12-10-2007, 04:36 PM
Hey long time no posting, if anyone is interested, I was writing a GDD for my course which had me soul bound, finally free:D

Anyway... using the last modelled head in above, have imported it into Zbrush3 as a OBj file then cleaned it up a tad, while sub-deviding it. After all that I exported the low poly version and then the high version.

http://i77.photobucket.com/albums/j64/Cold1981/FGHead2.jpg

http://i77.photobucket.com/albums/j64/Cold1981/FGHead.jpg

Now I've got to find out whats better for this model, displacement map (no idea what its good for) or normal map(bump?). Maybe find some tutorials on how to actually make those maps and export them properly to maya, since I failed numberous of times.

Any crits and advise are welcome. Gogogo.

Cold
12-15-2007, 04:43 PM
http://i77.photobucket.com/albums/j64/Cold1981/genzomescn.jpg

adjusted the poly count a little, before im going to export it form maya to mudbox

http://i77.photobucket.com/albums/j64/Cold1981/zodgfdge.jpg

Twindragon
12-15-2007, 05:38 PM
You have definetly improved since you first posted this model. I think you could define the head a bit more and take a few loops out of the pants by the knees. Starting to look good though.

_tdc_
01-03-2008, 07:20 PM
That's a great concept.

-tchiu

Genz
01-03-2008, 09:35 PM
I'd say give it some more time to learn how to uvmap better,you are wasting way too much uv space.Why not get some examples and see how others did layout the uv of the head for example?You are dividing it in many pieces wich will result in visible seams,also depend's on engine,you might as well use some mirroring in the uv.keep it up friend :)

Armanguy
01-06-2008, 04:58 AM
hey there kinda off-topic here i aw this over at cgtalk and thought i would point out that some guys is claiming to be you check out his post, his name is cfel:

http://forums.cgsociety.org/showthread.php?f=39&t=576599&page=2&pp=15

Cold
01-06-2008, 10:52 AM
If you are that loughinbunny guy - give up man. I am cfel - c stands for christian and fel stands for fell which is my name -christian fell -
http://www.conceptart.org/forums/showthread.php?t=44105&page=5

anyway thanks for coming out of your way to let myself know that I am a nob :thumb:

Kickflipkid687
01-06-2008, 07:52 PM
Your concept art is amazing, but modeling not so much :P. But if you can harness what is organic modeling, you will be unstopable.