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What do you think?
show user profile  Delta_Red
hey guys
This is the second thing i have modeled, first being a car.

How many polygons should a game character have? Im trying to keep it at 10K, currently its at 9k and still need to model the boots so im guessing this is going to go upto around 12 k.

I also have a question, how do I delete unwanted edges?

I need these edges at the front but they are not needed at the back so I got rid of them but these edges just floating in the middle dont look right, what can I do about these?
read 1645 times
12/4/2011 12:26:11 AM (last edit: 12/15/2011 7:56:43 PM)
show user profile  keattchb
Iv attempted character modelling a few times and Iv struggled hugely, i couldn't do it! Its a great looking project, not just for a second model, but a model in itself! I think if you can model organic things like characters, you can model anything.

To get rid of the edge loops, select one and press "loop" on the right panel and it will select a whole loop of edges, then scroll down and press remove edges. You will be left with the vertices that the edges ran across, so select "vertices", like you have done in your last image. Then select the rogue vertices, then hit remove vertices.

Theres probably a quicker way im sure some one will say, but im fairly new myself
read 1634 times
12/4/2011 12:51:15 AM (last edit: 12/4/2011 12:51:15 AM)
show user profile  beezy
I think you did a good job so far, those tits look great. The face is good too (usually the 2nd thing I look at in a female), but yeah I would look at the collar bone area, it's very sharp, also work on the ears probably. Her ass looks good too, I'm not really a game modeler but can't you just leave the edges there until you've perfected the character, then optimize the mesh at the end for games? I'm sure someone on here will help you with that.

BTW, in the newer versions of 3D Max, you can select one edge then shift click another to select the entire loop automatically. Also if you delete edges with Ctrl + Backspace, this removes the verts that would otherwise be isolated (rogue).



read 1627 times
12/4/2011 1:13:38 AM (last edit: 12/4/2011 1:21:55 AM)
show user profile  digital3ds
huge boobs are always nice
- Mike Sawicki




read 1620 times
12/4/2011 1:25:00 AM (last edit: 12/4/2011 1:25:00 AM)
show user profile  CarnivoreMan
great job for your second model, with the face especially. That is nearly always a difficult point for folks.


beyond the ears that collar bones that were mentioned, it looks like invisible hands are pulling her butt cheeks apart.... I think thats what it is. Something isnt right about it.
.. I'm sure if you look hard enough you can find an unobstructed view of a pretty ladies butt, somewhere on the internet.



My only other gripe is that Chun-Li is way cooler.









read 1604 times
12/4/2011 4:20:02 AM (last edit: 12/4/2011 4:20:02 AM)
show user profile  Mr_Stabby
well i was about to write a list of things wrong with it but i realized that wouldn't bee too constructive. For study in figure i suggest you get familiar with works of artists that do great nudes, they know what catches the eye and what shapes/curves are important, it comes out especially well in sketching stages where its only the simplest things but ones with most impression. Which artist depends on what kind of shape you most agree with, if i had to make a recommendation i'd say Luis Royo

As for the topology - those edges at the back you said you dont need - you're completely missing the scapula and the lower ribcage shape is wrong, run the edge loops to the spine and give that area some definition imo

read 1590 times
12/4/2011 5:04:28 AM (last edit: 12/4/2011 5:04:28 AM)
show user profile  dragopede
For being the first organic model you've attempted, this is quite good, in my opinion.

As a couple suggestions you can easily build in, I would say:

(1) Size down those ears a bit.
(2) Make sure you have a few loops at all joints. I don't think You have more than a single loop at the elbow, but maybe the loop I'm seeing in that last screenshot is the bicep/tricep.
(3) As Stabby said, you need those loops. Not just for the topology, but to make sure she can bend her upper back.
read 1580 times
12/4/2011 7:17:38 AM (last edit: 12/4/2011 7:17:38 AM)
show user profile  chillywilson
great start!
Your hip is an issue go through a anatomy artist book and see where you can use improvements. Off the top here is what i would start with.

Photobucket

Photobucket

Photobucket

read 1568 times
12/4/2011 10:20:50 AM (last edit: 12/4/2011 10:20:50 AM)
show user profile  herfst1
Good start. You've definitely got character which is difficult to achieve.

Two things:

Reiterate what Mr. Stabby said about the back and ribcage. Always try and base what you do around what a real skeleton would have. i.e. a spinal column.

When sculpting organic shapes using the "Relax" button is always handy. If you select the vertices along the collar bone (and either side) and hit relax once or twice it should fix any hard edges automatically for you.


read 1544 times
12/4/2011 5:58:11 PM (last edit: 12/4/2011 5:58:11 PM)
show user profile  Delta_Red
Thanks for the feedback guys, I have made few changes and will post back once I have finished.

Here are the reference images I used

@Mr_Stabby

LOL Im not making a nude, I was thinking about making the body first and then detach the faces to form the clothes. Im not going to make any sexy scenes or poses, Im going to rig it, animate it in MotionBuilder and import it into Unity 3D for programing.
Im studying Computer Games Technology and its my first year in which we are learning programing and we will get into 3D modeling and animation next year but I just wanted to get a taste of what is to come.

@dragopede
I did make the ears small but after seeing the ears of the model which they used in the game I made them bigger. They do stand out lol so ill decrease the size.
I have added 3 loops next to each other on the elbow, wrist, shoulder and knee.
Ill add the edges at the back too.

@chillywilson

OK, ill smooth these out but I dont understand what you mean by this

?

@herfst1

I tried using the relax button but I dont quiet understand how it works, I guess ill have to look into that.


In the game model did they model the abs or did they use textures?

read 1512 times
12/5/2011 12:44:04 AM (last edit: 12/5/2011 12:44:04 AM)
show user profile  Bolteon
she's more built than i am.



creepy.

-Marko Mandaric



read 1509 times
12/5/2011 12:58:47 AM (last edit: 12/5/2011 12:58:47 AM)
show user profile  dragopede
I believe that chillywilson is meaning that having so much weight both above and below her waist would result in severe lower-back pain. Obviously both your reference images and those of Cammy are very stylized versions of human anatomy, however. Stylization isn't necessarily a bad thing, so long as you're clearly making everything stylized. If a real person had a waist like that, it'd freak you out. (Gah!)

As for her abs, those are textures. If you look closely, you'll see what looks like brush strokes. You can also see some pretty obvious aliased gradients from shadow to lighter areas on the obliques, which wouldn't be there with a normals map (unless they scaled it way down before applying it). Modeling all the muscles would be way too much modeling information on each character and still have usable in-game assets.
read 1493 times
12/5/2011 2:09:29 AM (last edit: 12/5/2011 3:20:49 AM)
show user profile  not_a_narwhal
Widen her waist a bit. Cammy has huge legs and ass but you need to balance it out a bit with her wide torso/waist area.

read 1476 times
12/5/2011 3:45:57 AM (last edit: 12/5/2011 3:45:57 AM)
show user profile  CarnivoreMan
Delta, I dont think Stabby was assuming she was going to be nude, but nude is the foundation of any model of a person... In this case with Cammy especially, considering the only difference between her clothed shape, and her nude shape is boots, gloves, and a hat... and maybe a little support in her breasticular region.

Studying the shape and physical logic behind what you are modelling/painting/sculpting/whatever is always good. Its kind of like kids who draw muscular men by just drawing random bumps all over their bodies vs folks who know where muscles lay and how they move. To look right you need to know what muscles are where and how they work. The same applies to skeletal structure, and all other anatomy chunks.

I'm not tryin to hassle you, just saying I dont dismiss Stabby's recommendation quite so quickly. People dont just draw nudes because they want drawings of porn. =)






read 1470 times
12/5/2011 5:21:23 AM (last edit: 12/5/2011 5:21:23 AM)
show user profile  Delta_Red
@CarnivoreMan

Is this a standard technique people use to model? Make a nude first and then detach the faces tht would become the clothes and shape them into clothes?
I have been looking at human anatomy but im not sure how to setup a good topology and also keep the number of polygons low.

I have smoothed out the face, biceps, collarbone and made the upper arm a bit shorter.

What you guys think now?
read 1440 times
12/6/2011 6:12:09 PM (last edit: 12/6/2011 6:12:09 PM)
 
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