HiOriginally posted by mastone
hi looking at your render i see a couple of things that i think needs some tweaking and those are;
- the chest needs more detailing, try to model the collarbones or at least a bit definition around that area.
-there's something odd going on with the legs or are those loose sitting trousers,? i cannot see it properly .
The head seems to be smoother than the body part, if you are smoothing the body-part i would delete the half of your rough model and use a mirrored smooth proxy so you will see direct result.
Even when you will not be able to smooth the model in the end due to polygon-constraints i would use this, in my experience(as little as it is:p )it will result in very clean and well defined low poly models.
good luck
Originally posted by mastone
I don't want to be such a bastard about this, but you gave me no choice:p
although your not modeling his actual body, but more the clothes on his body i would still keep the anatomy of the body in mind, since i don't have your sourceimages i've painted over your render (sorry )
As you probably can see it's a very crappy drawing, but it's just for form, so you will understand what i mean.
- try to articulate the part between neck - shoulder, shoulder-upper arm etc.
as you can see there is a lot of curvature in it.
-with the legs i would use 1 extrude al the way down and then with the split polygon tool and/or edgeloopsplits to get the detail you want around the crotch, upper leg, knee and so on.
i hope this helped, and good luck
edit; if you post a wireframe of your model then people could help you with edgeflow/ enough deformation in an early stage, so you don't have to solve any annoying problems when your animating.
HiOriginally posted by mastone
No i don't mean the actual bones, more the shape of the underlaying body, for instance when you were modeling a fat person, the shirt and the jacket would bulge out round the belly, but since you're probably modeling a fairly atlethic body the shirt and jacket would 'follow' his chest and thus bulge out a little, and around the belly it would hang free..
it's the same thing with the legs around the upperleg; the trousersshould follow the underlying leg, with the lower leg the trousers would hang free because the leg is much thinner there.
And i dont think it matters much that you have 50 poly's more than the guy from the video. to be honest i think that's actual quite good, since that person is probably doing it a little bit longer than you(or me for that matter) .
Just make sure every added polygon is a needed one then you will be oke
I also (think i) saw that you moddeled an entire hand, i don't know what kinda game it will be but if it's a shooter or a gta look a like you don't have to make all the fingers maybe only trigger finger and thumb the rest could be just a clump with a texture
there are also two books i bought that you should/could buy since you're creating a game character.
There about game- modeling/animation.
the games artist guide to maya and the game animators guide to maya
I personally find it much easier to find a specific thing in a book through the index, when i'm stuck, then searching through a 4+ hour videotutorial.
In any case i wish you good luck with your project (and probably your hangover:p )
EHehehehhe, nop 82,5 isn't 150% of 27,5 ehheheOriginally posted by mastone
i actually suck at math so this will probably be wrong; is/are the answer(s)82,5 and 27,5?
And you're absolutly correect :attn:Originally posted by NeoStrider
it should be something like:
x + 1.5x = 110...
2.5x = 110
x = 44, so the numbers are 44 and 66