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game character
show user profile  digital3ds
I drew this character up, then decided I wanted to model it because I thought it'd be simple... after 2 days I haven't found an efficient way of modeling the head.

My problems are mainly coming from the eyes. I want them to be extruded into the head slightly, but I need it to be perfectly smooth, like a normal sphere. Simple to just boolean out the eye shape into the sphere, but that obviously jacks up the geo

Another issue is I'm going to rig it, so it has to be at a reasonable poly count - I was able to make the eyes with a huge modifier stack, but by the top I was at such a high poly count the model was basically worthless

any ideas how to go about it?

- Mike Sawicki

read 890 times
7/27/2012 4:08:51 AM (last edit: 7/27/2012 5:05:07 AM)
show user profile  LionDebt
How low poly do you want to go?

Your concept sketch has a lot of smooth, hard edges.

Normal, Diffuse, Specular, Bump/Parallax etc... texture maps can create the illusion of more detail but you can only push that so far. For example, a normal bump map falls to pieces when viewed at acute angles, since the flat or 'real' shape has no real geometry portraying the bump details.
read 882 times
7/27/2012 4:32:10 AM (last edit: 7/27/2012 4:32:10 AM)
show user profile  digital3ds
now that I think about it... I guess the head can be pretty damn high poly, since all of its verts will have a full weighted value to the head bone, regardless, I want to keep it as low as I can, just for clean-ness... whatever will get the job done

I thought about a norm map, but I want the eyes to be visibly inset from a profile view, so my only other option would be displacement... which will kill my render time. I've been starting with a sphere / box trying to get it to work, but I get nasty pulling no matter what - Just thought about modeling it like an organic face; starting from the eyes and moving outward.. that might give me better control over edge loops?

This is the pulling I'm talking about, at my best attempt so far... going to re-topo this mesh to see if I can get something better

- Mike Sawicki

read 876 times
7/27/2012 4:50:59 AM (last edit: 7/27/2012 5:04:51 AM)
show user profile  digital3ds

** figure I can correct that imperfection with a normal map going around his head where the line in the ref image is
- Mike Sawicki

read 864 times
7/27/2012 6:48:19 AM (last edit: 7/27/2012 8:48:27 AM)
show user profile  digital3ds

tougher than I planned, but I think from here on in it will be smooth sailing *eats own words*

-- gotta think of what type of weapon he'll have.. gun?
- Mike Sawicki

read 849 times
7/27/2012 9:54:18 AM (last edit: 7/27/2012 9:55:51 AM)
show user profile  GirishDJoshi
I like the character... and nice start. You could probably adds some extra details later on.

3D ArchVis


Girish Joshi Photography

read 833 times
7/27/2012 10:35:00 AM (last edit: 7/27/2012 10:35:00 AM)
show user profile  digital3ds

I think I'm going to put a sword on his back, and holding a gattling gun

- Mike Sawicki

read 824 times
7/27/2012 11:32:08 AM (last edit: 7/27/2012 11:32:08 AM)
show user profile  Dave
That's a pretty high poly torso. A lot of edge loops that are doing nothing at all.

"I flew over Egypt once"

read 818 times
7/27/2012 11:36:44 AM (last edit: 7/27/2012 11:36:44 AM)
show user profile  digital3ds
I have a *bad* habit of modeling in holes

- Mike Sawicki

read 812 times
7/27/2012 12:03:53 PM (last edit: 7/27/2012 2:07:49 PM)
show user profile  digital3ds

time for weapons
- Mike Sawicki

read 794 times
7/27/2012 1:48:41 PM (last edit: 7/27/2012 1:48:41 PM)
show user profile  herfst1
Not yet, first fix them hands, they're too human and don't fit the rest of the design. Make them round and chunky... like your pic.
read 777 times
7/27/2012 4:18:57 PM (last edit: 7/27/2012 4:18:57 PM)
show user profile  LionDebt
Maybe give the guy a mouth - if you're going to animate him, relying on only his eyes to show emotions or expressions will be pretty hard.

The hands do not fit at all either, like Herfst said.

Also, the torso is far too high poly, there are about 10 edge loops you don't need there.
read 760 times
7/27/2012 4:49:03 PM (last edit: 7/27/2012 4:49:28 PM)
show user profile  digital3ds
Cool, thanks for the input everyone.. I thought the hands looked a little goofy, wasn't sure. I think these fit better

** I dont think Im going to give him a mouth.. Im going to try and get emotions from his eyes and the camera movements, music etc
- Mike Sawicki

read 734 times
7/27/2012 10:07:50 PM (last edit: 7/27/2012 10:11:38 PM)
show user profile  digital3ds
I remember someone once told me of a constraint or something that acted like a spring, anyone know what Im talking about? I want the antenna thing on his head to bounce around when he runs

*spring controller
- Mike Sawicki

read 720 times
7/27/2012 11:47:12 PM (last edit: 7/28/2012 12:07:33 AM)
show user profile  digital3ds
about finished with the rig.. Pretty happy with how clean its working right now, I haven't touched any verts yet

- Mike Sawicki

read 688 times
7/28/2012 2:19:54 PM (last edit: 7/28/2012 2:19:54 PM)
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