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Character Creation - The Body ShopCharacter development forum for users to post and recieve critiques! WIP's
something I started in early january. Other links on the page takes you to prior screenshots of this thing n texture tests rendered in pov-ray, poser, n truespace. Tried to apply texture map in truespace but that only made the thing dark gray... black, so had to use poser to apply texture map.
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DivineRAIN,
Dude, I am sorry I missed this and did not comment right away! I have been so busy redoing my whole site that I didn't see your post. I think you have a great model in the making, the mirror line area needs some tweaking so the seam isn't so apparent, the jaw where it hinges could be a little more powerful and apparent and the back of the skull perhaps needs to extend down the neck a tad more.
Wait! those comments sounded like I didn't like it! I think it is GREAT! You have captured some great ethnicity and your edgelooping is better than mine. I just thought I would post my opinion and hope my comments are constructive, cause I really like it so far!
Keep us updated.
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The Opinions Expressed Here Do Not Necessarily Reflect Those of a Rational Mind ~ `'•.¸(¯`'•.¸ Russell L. Thomas¸.•'´¯)¸.•'´
Hey Allusionist, that's kewl. Glad you looked and for the input. I don't know when you checked it out, if the more recent updates were linked by the time you did look. There's been some changes since what's found thru that link I posted here. Cleaned up some of the less important edges and all that reshaping fun stuff. Can't say how many times I finished modeling and thought.. I'm done, and to find later on that I wasn't.
Oops, I'm a dudette and the mirror line was due to me taking screenshots with it still mirrored. Sometimes I stop mirroring for screenshots, other times I don't. Your comments are fine.. constructive. It's kewl. I wasn't exactly sure about the back of the head.. how low should it be. I think it's higher than where the jaw meets the ear, but I wouldn't bet money on that. LoL I've seen some funny lookin heads.. on real people... the more recent is Baz modeling Alfred Hitchcock on Renderosity. Alf had one of those funny heads, and ears... breaks the rules of textbook proportions.
Edge flow, general placement's due to the one tutorial I follow.. I don't follow any other when it comes to modeling human heads. I added more edges to the eyes than what's in the tutorial... I think there's 11 in the tutorial but I've found that for me, I need more than that to help conform the eye lids to the eyeballs better and for a better shape of the eye.
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One more thing.. I've been wondering how I should process with the body. For the face, I think there's two tri's... the rest quads, and to fix the tri I may just let that edge go around to the back of the neck. Seems to me if I try to do all quads for the body, I'm going to create a very dense mesh. And then from Spiraloid was a link to a discussion/debate on CGTalk I think, where Stahlberg started a thread called body topology on the Maya forum over there. He didn't stick with quads when he modeled the fem body. His mesh wasn't very dense... looked good and logical, and it smoothed just fine. Since I'm going to be using trueSpace after I'm finished modeling... how well does tS handle non-quads?
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DivineRAIN,
You are quite talented especially if you are just starting out! I think you may be a dimond in the rough, cause character modeling is tough!
Spiraloid is a great place to hang out, I think it is Raits site and he is a marvelous modeler. I think Spiraloid has some of the best modelers around.
Now I am not an expert on character modeling and your question is one that is greatly debated. I believe TS handles ngons (more than four sides), but when it comes animation time I think you will get creasing problems.
Stahlberg is as close as a design god as it comes when you talk about female anatomy, but I think most his work is still images and the triangles will not really hurt you much there. The 3DS format trianulates everything so there isn't much you can do about it transfering back and fourth without some type of poly reduction script. In TS if you take a mesh that is triangulated and create a primitive that is not touchint it and boolean subtract it, it will remove a lot of extraneous geometry and is a trick a lot of people use.
Usually the people that argue on the quad side admit that from time to time you will have to have a three sided division, but they will tell you to place it where animation won't cause it to crease. You are far better off following tutorials of those who are experts, I am not one and do not do characters for a living, I just like to play around with them once in a while due to my strong comic influences as a child.
I guess that you should play with it and animate something, that way you will learn first hand what works for you. I would also mention that subdivided surfaces should be pretty primitive because the smoothing algorythms that the process uses really add a lot of geometry.
As for the body, most people will tell you to use reference images, I like to wing it and it probably shows. With how well you handled the head, I think you will probably figure out the body and in actuallity, you could probably teach me a thing or two! LOL
CGTalk and CGchat are two great places to see pros in action, most people like to show off what they know (me included look at the length of this response! LOL), so if you are humble and ask there are plenty of people who will share their knowledge with you.
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The Opinions Expressed Here Do Not Necessarily Reflect Those of a Rational Mind ~ `'•.¸(¯`'•.¸ Russell L. Thomas¸.•'´¯)¸.•'´
ya, I'm fairly new to this still. I downloaded Wings3d around this time last year and to give myself a logical break, I went with something easy.. a wine glass. The tutorial was offered on the Wings3d home site. Welp, after some attempts I trashed the whole idea.. screw it, I didn't download Wings3d to make wine glasses. LOL =P Couldn't make a wine glass, but I tried to do a fem head anyway. It didn't go well at all even with a tutorial. Things got easy as pie when I found out how to mirror tho and had more practice. I was running into a lot of problems with POV-Ray, couldn't grasp how people were applying texture maps so I took a long break from this stuff n did stuff in Terragen instead. Loaded Wings for the first time in January after those months and started on this because I finally got tSpace. I can't model a thing in tSpace tho.. it's really awkward, but that isn't why I decided to get it so it's no biggy.
And ya, Stahlberg even said that it depends on where you place those n-gons, tri's, the size of it, and what's around it... he doesn't suggest to place them in areas that will deform later, like an area around the lips, cheeks. Tri's would def cause pinching, I think.
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kewl, it worked!
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The Following User Says Thank You to DivineRAiN For This Useful Post:
Like I said very, you have a strong grasp on things. There are plenty of people who have done modeling for years and can't model a decent character, some of this of course because they have other interest and areas of expertise, but you are well on your way. Thanks for posting.
It appears some of my smiles aren't working Hmmmmm
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The Opinions Expressed Here Do Not Necessarily Reflect Those of a Rational Mind ~ `'•.¸(¯`'•.¸ Russell L. Thomas¸.•'´¯)¸.•'´
It looks great to me. About the tris thing ... I've heard both sides. Some people totally work hard not to have them ... and some dont care at all. I think as long as everything is 3 or 4 you're good to go.
Now get workin on the body!
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