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DaemonXR
01-30-2010, 01:51 PM
This is my new character head! Modeling is almost complete, maybe move vertices a litle bit here and there. I am working on this guy from Monday.
I am using Maya/Mudbox workflow on this so i decided to follow quads/edge loop design since Mudbox is pretty itchy on triangles. I end up with some 2k tris on this and still maintained twelve sided neck so i can be generous on body (up to 4-5k tris). After all with edge loop design it will be easier to make lower LODs. Now i will work on body for this guy and after I lay UVs i hardly wait to jump in Mudbox and give lifelines on this bunch of poligons.
Any critics and/or advices from experienced modelers would be highly appreciated.
http://i857.photobucket.com/albums/ab131/DaemonXR/daescrc.jpg

JohNLA
02-02-2010, 09:04 PM
He looks pretty cool but he could be improved.
Not the ideal edge loops if you plan to make the mouth move
Save your quad model and create a hi res version with crazy details to make your normal map with.
Create a copy and make use of triangles to create less details where loops and all quads is not needed and create more details in areas like the ears where it is still a bit blocky in silhouette.

Sir. Polaris
02-03-2010, 10:01 AM
Very nice on the edge loops, I know as a basic 3D modeller my self that it's no easy feat.

My only quam is that there is a high level of detail in the eye rings and the nose and skull but it doesn't feel like it carries over to the rest of the body. That and I think you need a line on the top lip like you have on the bottom lip (I cant remember).

Other that from what I know that looks nice :D

DaemonXR
02-03-2010, 03:46 PM
Hey thanx for the comment. Actually loops around the eyes carries information about eye brow and cheek bone (see pics). Also with vertical ones and when u start them u need to finish it somewhere ( top of the head). Yes, everything can be improved and really edge loop design is nerve breaking. I found my self watching model for some time and have not a clue where to reroute poly topology at all :D
I was thinking about hi and lo poly model and using hi poly to create normal map but i am using Mudbox for that so i kinda discarded this possibility coz i can do such a nasty detailing in Mudbox.
I am planing to correct this guy ears a bit and add some loops arround mouth for animation sake. I can also remove some loops around eyes but later after i lay UVs for this guy.
I am really new to game modeling (using engineering modeling for real parts in lightwawe) so i am still learning proper workflow for this. I have a bunch of VTMs from digital tutors and watching them often:

So i am glad for comments and critics coz i want that to be perfect.
So please comment my work freely.
http://i857.photobucket.com/albums/ab131/DaemonXR/detail.jpg
http://i857.photobucket.com/albums/ab131/DaemonXR/detail2.jpg

DaemonXR
02-03-2010, 04:18 PM
And, uh, as far as i understand, UT chars are more than 8000 polys in resolution so we can be pretty generous with details?? Is this correct?
I mean if my head carry 2k polys, i can do a helluva body with rest of the count.
I manage to model pretty decent body with only 2k tris before. I wonder what i can do with 6 or 8k polys.

TheOneandOnly
02-03-2010, 04:41 PM
Marcus Fenix is around 19000 if I remember correctly, so that gives you some idea of a benchmark.

DaemonXR
02-03-2010, 06:47 PM
Marcus Fenix is around 19000 if I remember correctly, so that gives you some idea of a benchmark.

Whattt:eek: Muhahaha:D So i will not worry about my polycount to much as far as i have clean geometry and all quads in there.

KazeoHin
02-03-2010, 11:07 PM
Put that model into either Zbrush or mudbox and go crazy. ATM its a bit low on detail.

Denny
02-04-2010, 05:16 AM
Put the same polycount around the mouth, make similar rounded edge loops like you have around the eyes and then put the rest of the details into a normal map. You don't need much more polys unless you're going to animate the face.

DaemonXR
02-04-2010, 06:12 AM
Put the same polycount around the mouth, make similar rounded edge loops like you have around the eyes and then put the rest of the details into a normal map. You don't need much more polys unless you're going to animate the face.

Actually i was planning to animate this guy face. So at this stage i will try to improve my topology more.I have few spots there i still dont like it. Eye lids, Mouth and nose. I need to figure out what to do on those spots. I will try to stay below or near 2.5K tris for the head but improve the existing topology.
Thanx for your comments. I will post more pictures as i move forward with this model if u find it interesting to see it.

Denny
02-04-2010, 08:02 AM
I found a good example in a thread on Polycount. I think it will help you a bit.

http://boards.polycount.net/showpost.php?p=1070923&postcount=3

DaemonXR
02-04-2010, 01:19 PM
I found a good example in a thread on Polycount. I think it will help you a bit.

http://boards.polycount.net/showpost.php?p=1070923&postcount=3

Awesome. Thanx a lot...

DaemonXR
01-27-2011, 08:46 AM
Hello dear fellows!
Its not that i resurecting almost year old thread but my modeling and drawing skils are gratly improved so i want it to share with you.
My alien (first posted) is at hold by now but i will finish it when i find enough spare time. These characters will be twaked more so they are in almost finished state (sculpting tool here and there).
Well i think that this is nice edge loop organic modeling. What ya think of it?
I will post complete characters (and variations) when i finish it!
Again,comments and critics are most welcome!

Cheers!

http://i857.photobucket.com/albums/ab131/DaemonXR/1.jpg
http://i857.photobucket.com/albums/ab131/DaemonXR/2.jpg
http://i857.photobucket.com/albums/ab131/DaemonXR/3.jpg
http://i857.photobucket.com/albums/ab131/DaemonXR/4.jpg
http://i857.photobucket.com/albums/ab131/DaemonXR/5.jpg
http://i857.photobucket.com/albums/ab131/DaemonXR/6.jpg