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-   -   polygon human - trying to relearn everything from ground up (https://simplymaya.com/forum/showthread.php?t=14581)

deryk 04-12-2004 12:43 PM

polygon human - new WIP
 
hey there guys.

well my past attempts to create human characters didn't go too well, i'd usually get stuck at a certain part and not be able to proceed at all, usually because of some modelling decisions made early on that prevented me from progressing further.

so i'm gonna need you guys to guide me through this. ;) i'm creating a character, specifically a boxer-type fighter in the vein of steve fox from the tekken series. i'm looking to at least approximate the level of detail of the models during actual gameplay. here's what i have so far:

http://img.photobucket.com/albums/v4...d/front_01.jpg

http://img.photobucket.com/albums/v4...ed/side_01.jpg

i'd really love to add muscle detail, but i'm not sure if, given the current level of detail, that that is right decision at this point. just as well, i'm not even sure how to correctly add in muscle creases. my previous attempts proved ugly (extruding the abdominal muscles or biceps, for instance), so i'd like to have a correct idea of how to go about it. i'll be animating this guy too, so any tips of correct joint modeling would be great.

thanks. :)

Jay 04-12-2004 02:48 PM

Hey Deryk

What type of character are you going for? Is it game or hyperreal?
If its a game character perhaps a lower res model, but if its more realistic then I would say to define the bodyshape more before even contemplating cutting in the muscles. And get plenty of reference too.

_J

RubberChicken 04-12-2004 03:41 PM

Nice start, the upper torso and the arms look good but the legs seem a little wide, and as Jango said use plenty of reference.
Keet at it. :)

deryk 04-12-2004 06:36 PM

Jango: well what the level of detail i'm trying to achieve is tekken/virtua fighter type, meaning not exactly hyper real but still with lots of details. you'll notice this in some of the later games like tekken 4 and virtua fighter 4. just a few notches below CG cutscene quality.

RubberChicken: as for the legs, i modelled them to make the character stand with feet apart, seems the more natural position than with feet together. is that what you meant? :)

RubberChicken 04-12-2004 06:44 PM

Not exactly, what I meant is that the leg itself is a litte fat.

deryk 04-12-2004 06:45 PM

Quote:

Originally posted by RubberChicken
Not exactly, what I meant is that the leg itself is a litte fat.
hmmm yes now that you mention it, it is kinda fat.

i'll check it out and improve it and post up a new version a little later. :)

thanks for pointing that out. :)

dae 04-12-2004 10:30 PM

Its a good start, could you post a wire,
I also agree with Jango reference is needed, it helps alot.

Keep at it

Dae:)

deryk 05-12-2004 02:58 AM

hi! :)

here's a wire:

http://img.photobucket.com/albums/v4...rsp_wire01.jpg

what really bugs me is that the edges and vertices don't follow the curvature of the muscle, a concept i learned from some of the ****** sample videos (i.e. muscles from the sides of the chest usually curving up to the shoulders, etc), because everytime i do that, it ruins my entire modelling process and i'm left with no vertices to work with. this is because i read somewhere that it's best to keep your model in quads, so i'm trying to do that and have been successful so far, except in the hand area, where i have a few tri's. :(

this is the most recent wire shot i have. i'll post one up soon of the model with the reshaped legs.

thanks for the help you guys. with my college graduation coming up, i'm really trying to prepare for entry into a good school for this stuff, which, unfortunately, needs me to have skill from the get-go. :(

gohan1842 05-12-2004 05:28 AM

can we see a high poly version(smoothed) however u wanna say it.

deryk 05-12-2004 06:23 AM

here's the smoothed shot you asked for, with the two sides combined and merged. :)

http://img.photobucket.com/albums/v4...moothed_01.jpg

deryk 05-12-2004 07:07 AM

by the way, i use schwarzenegger's bodybuilding photos for references on muscles. while that may seem weird, he's probably got every muscle available in the human body defined, and his pics over at schwarzenegger.it show him from front, side, and even 3/4 views so it's pretty great for body references. :)

deryk 05-12-2004 07:29 AM

dae: i saw your CGTalk Space Opera entry. amazing stuff man. quick question: how the heck did you learn to model such a fine human body? simply amazing... :)

Kerosene 05-12-2004 08:44 AM

I believe he used kurts ninja tutorial as a basis. Its a good tutorial. U need to look into using edge loops. Theres a few good tuts on the net. have a look for the joan of arc tutorial, its really good for making good edge lines, IMHO.

deryk 05-12-2004 08:58 AM

thanks! i'll have to look into that ninja tut. but first i have to get me a credit card. :)

dae 05-12-2004 10:54 AM

I never really modeled a hi-poly human character before (just humanoid) the ninja tutorial really helped point me in the right direction.

Dae:)

Jay 05-12-2004 11:33 AM

If you want the absolute law on edge loops I would go here and get on the forums too. Site belongs to Bay Raitt, the genious that gave us Gollum.
http://cube.phlatt.net/forums/spiraloid/index.php

_J

deryk 05-12-2004 12:21 PM

1 Attachment(s)
thanks! i just registered.:)

here's a new shot of the model with legs that have been tapered off a tad bit more. :)

deryk 18-12-2004 03:15 PM

1 Attachment(s)
here's my WIP of kurt's ninja tutorial. i modified the face a bit to reflect a more angry face. :) i also took some liberties with the modeling process by not really following every step vertex per vertex, in order for me to get the flow on my own pretty much based on kurt's fundamentals. although i do have to admit my wires are miles from being as complex or as intricate as his.

thanks kurt. having a blast with your tutorial. your techniques are pure genius! :D

RubberChicken 18-12-2004 03:23 PM

Damn thats nice, a very big improvment! :tup:

dae 18-12-2004 04:18 PM

very
 
you are right RC, a very big improvment, well done deryk.

Dae

deryk 18-12-2004 05:07 PM

thanks you guys. hope to add the lower limbs soon.

dae, sorry i forgot to credit you for adopting the color tone of your test renders for the character body in your space opera WIP. the grayish-goldish colors just really looked nice, prompting me to use them. :)

NitroLiq 18-12-2004 07:21 PM

Please note that images posted should be no bigger than 640 x 480:

http://forum.simplymaya.com/showthr...p;threadid=8939

Please follow size requirements for future shots.

Thanks,

Your friendly neighborhood mod

deryk 18-12-2004 09:44 PM

NitroLiq:

oops sorry about that! thanks for the reminder! :)

with regard to the model:

i plan on redoing the face quite a bit to suit my preference. another thing is that i plan to keep this low poly, unsmoothed, for the reason that my pc can't handle working with really complex models. in my case, maya slows down big time when i convert that model to sub-d's, so i can't really go high-res on this thing. :( everything then will be as low poly as possible, most probably under 9000 polys, to give it a game engine feel.

but hey, if metal gear solid 3 and final fantasy xii can dish out cinematic cutscenes using engine-powered graphics, then i'm not complaining. :D

deryk 19-12-2004 03:09 PM

here's a the body, pretty much finished. i decided to try to model the thigh and attach it to the body for practice. the lower leg i plan to texture as a boot since i plan to instead have this guy wearing some sort of a body suit with some loose garments over it.

here's a shot of the body, in sub-d's:
http://img.photobucket.com/albums/v4...dy_subd_01.jpg

and a shot of the back, also in sub-d's:
http://img.photobucket.com/albums/v408/kyred/back01.jpg

as i've posted here before, working with this guy in sub-d form really is a pain (my pc starts to run real slow). so i plan to optimize him for a game model. how do i do this? right now, he's pushing around 11000 tri's, which is way over the limit.

btw, would kurt's frog texturing tutorial be appropriate for learning to properly texture this guy, given that he's composed of so many polys? :)

RubberChicken 19-12-2004 03:18 PM

Nice work, the only crits I have is that his hands are a little big and his feet/boots are slightly too boxy.

Pixelwelder 21-12-2004 10:16 AM

Nice work, i agree with Rubber.

Helder Real


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