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A hello to the world of character modelling
A hello to the world of character modelling
| Name: | Alex Huck | ![]() |
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| Date Posted: | Dec 13, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Alex Huck |
Blog post
Hi, all this would be my 'sort of' hello world to character modelling. Though I have much experience in general modelling, this is my first 'serious' attempt at character modelling.

So far I see a few flaws.
1) There seems to be no forehead, just immediatly goes into the curvature of the head above the eyes (Though that's what the reference image looks like)
2) Texturing is a pain, and I've found no effective/efficient way of doing it.
Feedback is very welcome, particuarly concerning flaws/nitpicks with the model and better texturing techniques (I Currently have some photos of someone taken at 45 degree angles of of a persons head, which I used as the reference image)

So far I see a few flaws.
1) There seems to be no forehead, just immediatly goes into the curvature of the head above the eyes (Though that's what the reference image looks like)
2) Texturing is a pain, and I've found no effective/efficient way of doing it.
Feedback is very welcome, particuarly concerning flaws/nitpicks with the model and better texturing techniques (I Currently have some photos of someone taken at 45 degree angles of of a persons head, which I used as the reference image)
Recent Blog Posts
| List: | 12/13/06 - A hello to the world of character modelling 11/26/06 - Reworking TSE's sky object |
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Submit your own resources!| Andy Hawkins (Dec 13, 2006 at 09:59 GMT) |
Blender tute for Unwrapping



Edited on Dec 13, 2006 10:04 GMT
| Bardur Mikladal (Dec 13, 2006 at 14:19 GMT) |
1: bring the head down to lower poly count
2: with the edgeflow right.. you can better unwrap, animate and what not
3: you got MUCH better control over you model...
what i think you aught to do is to learn a thing or two about edgeflow
studio other peoples models (like those above) and also look at a few tutorials
a nice, consistant edegflow is an importan factor in game modeling
Here are some GREAT game modeling tutorials for you (take a look at them.. theres a Head video tutorial also):
http://www.poopinmymouth.com/tutorial/tutorial.htm
Regards
Bardur
Edited on Dec 13, 2006 14:20 GMT
| Andy Hawkins (Dec 13, 2006 at 14:41 GMT) |
EDIT : Doh... wrong guy... sorry about that. Good site to learn from though.
Edited on Dec 13, 2006 14:57 GMT
| Matt Vitelli (Dec 13, 2006 at 14:45 GMT) |
| Bardur Mikladal (Dec 14, 2006 at 00:10 GMT) |
im going for an Master degree in 3D
and been doing 3D for 6+ years
so i know all the in's and outs in 3D i think....
;)
Regards
Bardur
| Alex Huck (Dec 14, 2006 at 00:30 GMT) |
@Matt, I'm still working on that, though due to its difficulty it has been downgraded to "Side project", I'm working on it here and there, I just finished a break through in the cloud layer code. It uses a dds file that comes with RenderMonkey, so I'll have to look into if it's free to use. I also have to do the most difficult part of all, moving this Tex2d() shader and using it as a layer above the sky. I also have to make lighter areas have transparency. BUt other than that it looks great in RenderMonkey, and even has sliders to control Turbulence, and weight, that is how fast it moves and how dark it is respectivly.
| Alex Huck (Dec 14, 2006 at 18:23 GMT) |
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