Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
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:
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.
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.
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?
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.
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.
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...
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.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off