Game Development Community

Opinions on model

by Paul Fassett · in Artist Corner · 10/28/2004 (10:22 am) · 8 replies

Just started this model today for my 3d design class. Were supposed to do a low poly character for games but squeez as much detail into the anatomy especially the face as possible. I wanted to get peoples opinion before I turn it in for a grade tommorow. By the way, I know the hands suck, because i suck at hands and feet :)

www.11series.com/displaypics.html

Basically I figured if I am going to do this I might as well make a usuable character in a game for later. I don't know if you can tell but we had to cut up the body parts like head arms and legs so they weren't attached to the body. It will be interesting to see how this animates :)

#1
10/28/2004 (10:48 am)
Some part of it is ok, other i think you wasted polys, anatomy is a bit off, at first i thought it was a monkey man lol
But it would be great if you could upload a wireframe view. the face and chest areas comes off kinda ok, but then the rest is not up to par. why did you not make the arms and legs part of the body?
#2
10/28/2004 (10:56 am)
Just off the top of my head, the body proportions are off, the legs need to be longer, the hands need to be adjusted (they look backwards) and the arms needs to be somewhat thicker.

Nothing that can't be fixed and tweaked though. :)

This isn't the best, but try to look for some references on human anatomy and proportions. Figure drawing books are really good for this.

www.arch.ttu.edu/Architecture/Faculty/ellis_c/images/test1%20images/Vitruvian%20Man,%20da%20Vinci.jpg
#3
10/28/2004 (10:57 am)
@Hugo Was told not to. Damn looks that bad huh? Well we only had a day to do it in. It's only 3000 polys. We couldn't go over that limit most of which are in the face.

So you said it looks like a monkey man? What in specific makes you think that when you look at it? You said that the anatomy is off too, I used greys anatomy as a reference, could you be more specific about what looks off?

@Tim Thanks for the input, Now that I look at the arms you are indeed correct. I must have mixed up my arm drawings in the wrong veiw ports. Ill have to change that or teach will filet my arse for missing that one :)
#4
10/28/2004 (11:21 am)
Ok just made the changes you pointed out using the diagram, made it a front view to make it easier to see.

www.11series.com/displaypics.html

New one is the second on page
#5
10/28/2004 (11:48 am)
General suggestions:
You need a holow of some sort in the palm of the hand, that will make it lok much more relastic.
Might want to use two small dents to indicate the collar bones.
The top of the hip should go a bit higher up the side of the abdomen.

Poly-saving suggestions:
Does he really need an 8-pack? Most game characters will have that area covered with cothing anyway.
#6
10/29/2004 (3:18 am)
Yeah, the teach specifically said I needed to include the pelvic muscles. Sort of like there isn't any skin on him. I also have to seperate the waist from the body. I heard someone in class say we were doing a model for morrowind. He gave me a 85 % on the model because I didn't seperate the waist. (Gotta start taking better notes:) Now he wants us to take our models and do a high poly render. Thats where I'll start adding the collar bones and junk. I've never done an ultra high poly so it should be interestig to see how it goes. Thanks for the input guys. Thank you thank you thank you!

Paul
#7
10/31/2004 (8:57 am)
Paul,

Check out the video tutorials at http://www.poopinmymouth.com. I promise it's not horrific porn. It's the site of a character modeler who worked on Blood Rayne 2 among other things. He did some video tutorials that are awesome.

Beyond that, Id like to echo what Tim said. Go get a human anatomy book. I HIGHLY reccomend "Artistic Anatomy" By Paul Richer (which is then translated by Robert Beverly Hale). I have quite a few books on anatomy and that one has helped me the most.

Just a few quick notes to help you with your work

A "normal" human is around 7 and a half heads tall. From the neck to the bottom of the pecs is one head. From the bottom of the pecs to the navel is another. From the navel to the bottom of the crotch is another. Then, starting from in between the navel and the crotch and moving down, its two heads to the middle of the knee. And then another 2 heads from the middle of the knee to the bottom of the foot. Shoulders (for a male) are usually 2 heads long. An arm , from the shoulder to the tip of the hand is 3 heads long.

This is all generalized information. Proportions shift depending on where you are in the world.

About the head, the top of the ears line up with the bottom of the brow and the bottom of the ears line up with the bottom of the nose. Again, thats generalized. Ears and noses grow with age, so if you are making an old man, that would have to be taken into consideration.

The neck is usually not that much thinner than the head. Speaking about your model specifically, he looks pretty jacked. In that case, his neck would almost certainly NOT be smaller than his head. It would most likely be the same width.

A wireframe shot of the model could help direct a critque if you want any more information. :)
#8
10/31/2004 (9:01 am)
Wanted to add a comment here..

although it is generally a good idea to use accurate proportions, the 3rd person camera and field of view in most games really distorts the perspective of the shape. Often, a properly proportioned main character, when viewed from the third person 'player' view, looks like he/she has stubby legs and teeny tiny feet. Often, exaggerating the lower body proportions is necessary to make the character look 'right'.

It really depends on the game, but it is something to keep in mind.