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Old 02-06-2007, 05:42 PM   #16
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@ farb - yeah your totally right, been spending too much time on the character trying to get it detailed abit :headbang: For some reason id rather just create one instead of getting a free one of the net ...

"A simple character, well animated is better then something complicated but the movement isn't right."

indeed it is ...

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Old 02-06-2007, 06:19 PM   #17
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had a free day today, soo work up in the morning and tried to work on it ... i think im done? gotta tweak some vertices though.
Anyone reckon its ready for rigging up?

can someone comment on my horrid topology :p

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[EDIT] was 4000 polys though reduced it to 1600
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Old 02-06-2007, 06:21 PM   #18
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might reduce the head ...

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Old 02-06-2007, 06:22 PM   #19
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Old 02-06-2007, 06:23 PM   #20
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Old 02-06-2007, 07:53 PM   #21
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Marlon my friend, hold up. Start with the construction and proportions before you add any detail. It will be so much easier to get it look right later on in the game.
Start with the block-in of a head and think in head divisions of 8.

Study as much Loomis as you possibly can (google a bit and see if you can find any of his books online in pdf format).
Not the look, but the construction and insights of what he knows. Solid foundation. Now it's of course more than ok to step outside the realms of the ideal female, but the construction must be solid regardless.

As for the topology on a general note. It's never randomly placed. It's either following underlying bones and muscle groups (this is where anatomy studies are extremely helpful)
or there for better deformation / loops.
The three close splits at the knee and elbow for instance are only there for the sake of better deformations. Knees, shoulders, elbows, hips/crotch are always troublesome to get to look ok.

Now I'm not saying you need to make a hyperreal character with bizarre levels of anatomically correct details, but make a believable character. That's what animation is about. Make belief
I'll cheer you on while you're having fun with this project.
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Last edited by AlphaFlyte : 03-06-2007 at 07:30 PM.
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Old 02-06-2007, 09:15 PM   #22
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thanks for the feed back Alphaflyte ... you can remove the link if you want now, ill properly reply back to you when i get home

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Old 03-06-2007, 04:18 PM   #23
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Yup i know i should start with proportions and work my way up, though i tend to always add detail before i have even done anything to it yet when i work with organic models...

Yeah thanks soo much for mentioning loomis, it will help me soo much when i start to use my tablet and start sketching people which will then be acurately drawings hopefully thanks for the link again,

Yeah, i totally forgot about topology since thats really whats going to make my animation look good with better deformations around them areas which you have mentioned, :p

thanks again for your words, cheers buddy

Marlon J
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Old 03-06-2007, 04:26 PM   #24
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heres a tiny update,

- added/fixed some loops around the neck, elbow, shoulder

anyone reckon i should add more edge loops? though i dont want to add to many since i want to keep this model, low-medium poly

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Old 03-06-2007, 04:27 PM   #25
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snapshot from the backview,

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Old 03-06-2007, 06:28 PM   #26
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The Loomis "Figure Drawing for all it's worth" is avaliable for free (Legally) on www.fineart.sk
It has another anatomy book aswell. Good work on the model so far. Is the tutorial on making low poly people out of cylinders cause i think i've seen it before.
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Old 03-06-2007, 06:37 PM   #27
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thanks for the comment and yes it is mostlikely youved seen the tut,
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Old 06-06-2007, 12:15 PM   #28
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tweeked it abit and added some detail. I think im done, detail looks alright to me, dont want to go high-tech just basic atm ... might properly rig this character up now,

marlon


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Old 06-06-2007, 12:17 PM   #29
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Old 06-06-2007, 12:19 PM   #30
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