Digital humans the art of the digital double
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# 1 11-01-2006 , 06:13 PM
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First Character Model (Based off GI Tut)

Well, not too much to say. Here is my first character model (as mentioned in the title). It's taken me quite a while to get everything done, but I have everything basically the way I want it now. In case you're wondering, it's for a game, so the level of detail is going to have to be reduced somewhat once I finish merging the face together. I would appreciate any comments, especially on the face, as I am trying to get this model finished asap.

(Oh, btw, sorry that I didn't do clay renders for this, if these renders aren't clear enough, I can do some clay renders later. Oh, and the jaw was slightly modified between some of the renders and the first image has two different styles of jaw because I needed the team to pick which one they liked better, in case you notice some slight differences.)

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# 2 12-01-2006 , 07:03 AM
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and if it's for a game, then you can forget about the smoothing.

# 3 12-01-2006 , 04:03 PM
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Well, that's what I am wondering about. I am obviously going to have to convert it back from Subds to polygons, but I was going to convert on a level of 1, so it maintained much of its smoothness and was still not obscenely high in polygons. I was then going to do some polygon reduction at this point. Or, should I convert back to polygons at a level of 0, reduce at the lowest base mesh possible, and either smooth or convert to subds and back to polys.

I dunno, I wish I didn't have to reduce the poly count, but I definitely have to.


# 4 12-01-2006 , 06:51 PM
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Ok, so I shrunk the bottom lip a tad due to the comments of my team members, but I now I have a question. By shrinking it, I made an even larger gap between the bottom and top lip. What should I do so that he does not look like a gaping idiot? Is there a simple way to bring the two lips together without causing stretching? (take into mind that the base mesh lips are overlapping).

Anyways, here is the render.

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# 5 12-01-2006 , 08:27 PM
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when you make a model for a game you never use the smooth, you want to have total control over your polygons and put them where you need them by yourself. so forget about subd's.

# 6 12-01-2006 , 08:30 PM
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Well, considering that when I convert the subd back to polygons, it will be polygons and I will have control over them, I'm not sure I see what you mean.


# 7 12-01-2006 , 09:07 PM
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Ok, if you meant that smoothing would make it a heck of a lot harder to reduce polygons, then you were right. I converted the entire model, with a helmet, back to polygons and the PC was basically 20k. My max budget for polys is 10k, so I'm in somewhat of a pickle. Here are some wires of the model. As you can see, the head itself is taking up a mass amount of polys, coming in at about 6k for both sides. Any tips for reducing the model, or should I use my base mesh and just add polys from there? Man, this is annoying lol.

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# 8 12-01-2006 , 10:03 PM
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Yeah, u need to use the base mesh and add polys.

Dont smooth it, it uses way too many polys. I'd say a polygon limit would be... say about 3000-5000???


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# 9 12-01-2006 , 10:04 PM
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Polygon limit for what? And yea, smoothing does seem to use way too many polygons, which sucks, since it makes it easier to achieve the effect that I was looking for.


# 10 16-01-2006 , 06:09 PM
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Well, I'm basically done with the model, except for the fact that the head isn't merged. It's not being used for a game anymore, as I will have to actually create a model like DJBlazer was talking about. Do any of you have suggestions for what tutorial I could use to make a character in this manner? (I'm starting to wish I hadn't bought that GI tutorial)

Your comments will be appreciated, although I have a feeling you won't like this model. Oh well, here it is anyways.

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