A hello to the world of character modelling
by Alex Huck · 12/12/2006 (10:59 pm) · 7 comments
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)
About the author
#2
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
12/13/2006 (6:19 am)
EDGEFLOW...... i see you have no edge flow and thats really something you need to :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
#3
EDIT : Doh... wrong guy... sorry about that. Good site to learn from though.
12/13/2006 (6:41 am)
@Bardur - just checked out your site. Your art rocks man!!! Nice work :)EDIT : Doh... wrong guy... sorry about that. Good site to learn from though.
#4
12/13/2006 (6:45 am)
What happened to the skybox project? Have you done anything more with that?
#5
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
12/13/2006 (4:10 pm)
@Andy- hehe... but i do studio 3D design and animation :Dim 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
#6
@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.
12/13/2006 (4:30 pm)
@all, Thank you for all your suggestions, I'll make good use of them all :)@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.
#7
12/14/2006 (10:23 am)
@ Matt&To whom it might concern, here's a development snapshot of how the cloud shader is coming www.youtube.com/watch?v=KmHMAfpgnfE
Associate Andy Hawkins
Default Studio Name
Blender tute for Unwrapping