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Deth Jester
March 2nd, 2003, 06:32 AM
EDITED:
I left the previous days work.. I still have a couple triangles that I have to edit, but its getting there.. One problem I am having is I have way to many poly's on the upper lip, and I was wondeing if anyone has an idea on how to cut those down.. I still want to go in and add more to the eyelid, but Im taking my time..

peace

yesterday
http://home.csumb.edu/p/palleschimichael/world/m1.jpg

http://home.csumb.edu/p/palleschimichael/world/m2.jpg

UPDATED

http://home.csumb.edu/p/palleschimichael/world/m3.jpg

http://home.csumb.edu/p/palleschimichael/world/m4.jpg

Neox
March 2nd, 2003, 08:14 AM
please watch your meshflow, its sometimes really bad
and try to avoid this tris, they are really bad for smoothing your model

but its a good starting point! :)

matrix
March 2nd, 2003, 09:33 AM
Originally posted by Neox
please watch your meshflow, its sometimes really bad
and try to avoid this tris, they are really bad for smoothing your model

but its a good starting point! :)

will pls give me more information about it.. because i am facing same prob when smoothing model.

please

waiting for reply.

dave

J Bradford
March 2nd, 2003, 02:47 PM
With high poly models, you want to make sure to avoid tris (triangles, three sides polygons), and use all quads (squares, 4 sided). This helps for better smoothing and deformations when animating. Another good rule of thumb is nice edge flow; try to get the inner edges to smoothly follow the contours of your model.

heres an example from an old model of mine, not the best edge flow but it gets the point across: http://www.bradfordart.com/minowire2.jpg

Neox
March 2nd, 2003, 04:53 PM
good work J but you have to avoid those poles (on his nose, eyebrow etc.) you extruded there, right?
but nevermind its good work!

Deth Jester
March 2nd, 2003, 06:34 PM
Yeah, that is the biggest problem I have been having, but I wanted to get the shape right and then try and go back and fix those problems.. you know? I read somewhere you should worry more about shape, then you can go back and fix it.. :)

Actually I only used extrude around the eyes.. I just cut the rest of the polys and moved em... *shrug* I seem to work better doing that... I'll try and have an update later tonight..

Thanks for the crits.. much appreciated.

peace

Erik
March 10th, 2003, 07:01 AM
Read the -very clear- explanation on edge loops and vertices/edges relationships at the following sitehttp://maxrovat.sns.hu/subdiv/ (http://maxrovat.sns.hu/subdiv)
in the 'subdiv modeling' section.

Also, make sure your edges follow the natural lines in the face, where you have a number of 'circles' around the mouth, with edge loops coming out of the mouth radially. This will greatly improve facial animation.

Also: on the same site, there are animated gifs of Bay Raitt doing a head and some other models. Use Photoshop Imageready to load up the gifs and play them frame by frame to see what he's doing.

-- OK i realise that this reply sounds a little cocky -- i'm no master of this stuff myself so i should take it back a little.... just trying to relay some stuff i picked up while browsing and learning the tricks! ;-*

Good luck!

Deth Jester
March 10th, 2003, 12:19 PM
Erik, no worries... you didnt come off cocky, in fact you came off very informational... I am not really good at modeling so the more info, the better... thanks man..

peace..

PS I havent worked on it much since the last post.. so much other crap to do..

thanks again.