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Character modelling - A cry for help.
show user profile  Duders
So i have a 12 week character modelling unit ahead of me, and I am in a serious hole. It has to be between 8,000 and 11,000 tris and i will be using ZBRush to make a detailed normal map.
Firstly here's my concept sheet:

Clicky for Biggy

I'm not a great drawer but i think I've done enough here for me to work from.
My main issue is how to start. I assumed the best way to create a clothed character like this is to model a naked body first. This is what I've managed to do for that (i haven't spent a lot of time on it as very little of it (if any) will be in the final model.

Clicky for Biggy

Main questions is where have i gone wrong so far, and how should I go about modelling the clothes details, such as the collar (Should it be done as a extrusion from the main jacket or 'realistically' as a folded over shape.)

P.s. I have done a reasonably good model before - though you cant tell from this junk - I think its just modelling a person that has floored me.

p.p.s I have done the Joan of Arc tut but it was a while ago and i failed at it.

read 688 times
2/18/2009 6:34:51 AM (last edit: 2/18/2009 6:39:29 AM)
show user profile  mathias-soeholm
Pretty good start on the model ;D

But i wont call a man in a suit with a tall hat a finished concept..

Website - Twitter

read 652 times
2/18/2009 7:11:09 AM (last edit: 2/18/2009 7:11:09 AM)
show user profile  K-tonne
the way i'd do this would be to make a very low poly mesh (like 500 polys or so- an single line of polys for the upper arms, single line for lower arms etc) -make sure the basic proportions are right (possibly then map it then add egdes using edge selects and connect to make the polys squarer even depending on time)then take it into zb, sub it up, sculpt in the larger masses to size, forget about details at this point, bring a low poly version out of zb to max, add stuff like the coat tails, lapels (if you don't think you can get away with them being textures or normal mapped), hat, axe etc so they're to scale- attach the coat tails, remap if things are gonna be stretched- like if you'd had to shift stuff about dramatically or cut things in to attach the coat tails/ lapels and stuff, take it back into zb as it is now with the coat tails etc, texture- if you need that level of detail in the texture at all- probably sculpt some of the bigger details like buttons/ pockets, extract a nm, dif, maybe a displacement- just for the greyscale which could come in handy when texturing (as will the nm desaturated and overlayed or whatnot)
probably missed some stuff but i'm rushing
good luck mate- 6 weeks... i have 2 days per character... some people!!... lol

[edit- oh i might retop in zbrush on the first or second pass if i think i'd need too

Website and Portfolio

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2/18/2009 7:21:55 AM (last edit: 2/18/2009 7:22:57 AM)
show user profile  Duders
Cheers guys

As for the concept mathias its based on a character from Crime and Punishment (if anyone has read it I would appreciate some feedback on that side of things)... so he's basically a guy in a suit, I'm gonna hopefully get a really nice have going in Zb and some nice cloth textures/folds.

Thanks loads to K-tonne. That model I posted up is just a turbosmooth of a 700 tri model so i guess I'm heading in the right direction - with a long way to go. Not quiet sure what you mean by "A single line of polys" though.

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2/18/2009 8:36:24 AM (last edit: 2/18/2009 8:37:00 AM)
show user profile  Duders
Ok its coming on a bit.

I'm just working on adding more detail, its currently only 4000 tris so that's less than half. I'm struggling as i have never worked to a limit before so I don't really know what a sort of detail a 11,000 tri model can have.

read 555 times
2/19/2009 5:39:37 AM (last edit: 2/19/2009 5:39:37 AM)
show user profile  K-tonne
don't worry about detail right now- just concentrate on proportions, masses, volumes- whatever you want to call them then worry about deformations and details will come last
11000 k is more than enough- you'll be able to model buttonholes/shoelaces if you're careful i should think
you should get the face and hands done as soon as possible though- makes the character more than you'd think, then you'll have an anchor to style the rest of the body- make simple ears- texture can handle the complexity of ears most of the time as long as the geometry isn't just a square
try not to have anything meshsmoothed even in prelim stages

oh- a line of polys- what i meant by that was that there would just be verts at the shoulder then the elbow for example- the upper arm area would then just have one line of polys going round it- but that's behind you now- you've gone further than that

have a look at AP's site for the limb tutorial (google pigbrain) your elbow joints and probably shoulder and knees have a couple of extra lines of verts that would cause deformation problems in animation

Website and Portfolio

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2/19/2009 5:59:13 AM (last edit: 2/19/2009 5:59:13 AM)
show user profile  Duders
Thanks yet again. That tut was very useful and helped me get rid of (as it mentions) that pesky camel toe.

Anyone head of the 'This way up' animated short by Smith & Foulkes?
You can catch it on BBC Iplayer (if your in UK). Inspired me to crumple my tophat even more.

read 504 times
2/20/2009 8:42:27 AM (last edit: 2/20/2009 8:42:45 AM)
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