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game character - Convor

  • capone_adam
  • March 16, 2005 at 6:47 AM
  • capone_adam
    • March 16, 2005 at 6:47 AM
    • #1

    Modeling another character for my project, which is pretty insane given the amount of work I have and so little time. So I may ditch this if it goes nowhere. Which would be a shame as the concept is brilliant...

    So, I'm trying to model a head...in a quite stylized manner but as always I have trouble doing the back of the head, neck and jawline. This is my 5th head model so you'd think I would of sussed it by now but no...

    I know the topology isn't perfect but is it near acceptable?, for a game character (not too strict about limits...aiming for between 3-5000)?

    Be harsh if needed, I never get offended.

    [Blocked Image: http://www.caponeart.com/delete20.jpg]

  • OL
    • March 16, 2005 at 6:49 AM
    • #2

    looks fine to me... can you post the concept?

  • von*ferret
    • March 16, 2005 at 8:20 AM
    • #3

    the curve on the forehead seems odd

  • Acumen
    • March 16, 2005 at 9:11 AM
    • #4

    mh, you should really try sitting down and work on your edgeflow and the overall poly distribution. all throughout your last models the faces have been quite messy and now on this closeup it becomes really clear. it starts on the forehead, that von*ferret mentioned, goes on to the eyes/nose area. You can tell by the smoothing around the nose that the transition is way to harsh. You should really look at some other heads and try to improve on this, cause this will contribute to 300% better models. Cause animating, uvmapping, skinning and whatnot will become much easier. Redirecting edges and stuff will be really helpful.

  • OL
    • March 16, 2005 at 2:59 PM
    • #5

    lol.. but what do i know

  • capone_adam
    • March 16, 2005 at 6:47 PM
    • #6

    Ok, thanks...along with other replies from forums I think I will have another go soon.

    I don't want to show the concept until I'm fully confident it will be made, otherwise someone else could try it...and suceed

  • capone_adam
    • March 25, 2005 at 9:43 PM
    • #7

    Had a session trying to fix this up, think it sort of backfired though?...

    anyone know where I can download a head file to look at properly?, I think its mainly the jaw bone which confuses me...

    [Blocked Image: http://www.caponeart.com/delete2.jpg]

  • von*ferret
    • March 25, 2005 at 10:52 PM
    • #8

    his jaw is wider in front than it is in the neck in the back I t hink. YOu have it rather like V slanted the whole face that is. It takes away from the real from of the face.

  • capone_adam
    • March 26, 2005 at 10:29 AM
    • #9

    Thanks, think I understand what you mean.

    update, showing reference...not that I'm aiming to make it like the reference, its just something to go by...

    [Blocked Image: http://www.caponeart.com/delete3.jpg]

  • JynxDaddy
    • March 26, 2005 at 10:34 AM
    • #10

    You should model the overhanging eyebrows into it looks rad

  • Acumen
    • March 26, 2005 at 7:43 PM
    • #11

    maybe one of these heads in here can help you improve your edgeflow:

    http://boards.polycount.net/showflat.ph ... n=0&page=3

    I'd suggest you really study some head model renders in forums like cgchat or cgtalk. This can really help alot. It just doesn't look right, right now ,sry :/ Especially the nose and mouth areas can be improved a lot.

    The biggest problem i see, is that you haven't really decided whether you'll go for a complete hipoly head or keep it lowpoly in the end. Because at this point I think the wrinkles you put here and there really giving you a hard time making this into a clean head mesh. I'd add the important features first and get those right. Afterwards you can go all crazy on the wrinkles.

    maybe this overpaint helps ? I don't even know if that makes any sense

    All I can say is that I hate modeling heads. It takes me so long do one and I'm never satisfied with the results. So I was just trying to explain the way how I'm trying to improve on this issue. I really hate modeling heads - wasted so many hours and still quite figured it out. I guess no video tutorial on earth can help you there. It's just practise, practise, practise

    [Blocked Image: http://v091259.dd2110.kasserver.com/temp/delete_overpaint1.jpg]

  • capone_adam
    • March 27, 2005 at 2:47 AM
    • #12

    Thanks for honest crit Fabi, I need to get moving onto the body though. Spent more endless hours trying to sort it out, I actually think getting the ear in helped me a bit. I actually think is now...ok...personally I think that I'm not going to learn how to model a great head by tweaking one head model to death...probably have to do a few more of different shapes and sizes etc. The important thing is that this is better than my last attempt.

    Really need to finish the body tommorrow -_____-

    [Blocked Image: http://www.caponeart.com/delete_head1.jpg]

    edit: actually...may spend a little more time on it...looking at yor drawing I think it could benifit from having 2 extra verticle lines on the forhead to round the top of the head more...

    by the way...the whole head is looking to be 1400 tri

  • capone_adam
    • March 28, 2005 at 1:24 AM
    • #13

    Here is some progress shots, originally I was aiming to make him look really skinny/anorexic but somehow he became quite muscular I will probably use texturing to show rib cage etc...I did start modeling it but its a bit daft modeling rib cage for a gamemodel I think.

    Those wrinkles on the head...just not working are they?...should they ALSO be done with texture map?

    [Blocked Image: http://www.caponeart.com/delete4.jpg]

  • ReNo
    • March 28, 2005 at 2:07 AM
    • #14

    Huge improvement in my opinion. The face is now much more compact, which to me looks far more natural than the previous version that came across as kinda stretched. Torso is looking good too. Its really awesome seeing work like this - whenever I've tried human modelling I feel so daunted, but when you see the poly layout on other people's models it makes it look so easy Keep up the good work!

  • Acumen
    • March 28, 2005 at 9:01 AM
    • #15

    yup looks much better now. especially with the torso underneath ^^

    the wrinkles are not necessary, though. You said you got a 5000ish budget, so you just don't need that. Same goes for these tiny tiny splits on the ripcage. You need to spend your polies a bit better, like instead on those splits you could use these polygons much better on the shoulder area, which is just a simple extrusion right now.

    You should have much more rings in this region in order to make animating that easy. Have a look at that model:

    http://www.bobotheseal.com/portfolio/Co ... monk01.jpg

    You should have at least 3 rings for animation issues, when you workin in such a high polygon range.

    You can it on the red concept how the shoulder should wrap around instead of being just a simple straight extrusion. It will not only make your model look better but also make animating a lot easier. With 5000 polygons you need to worry pretty much about the right anatomy or at least get the shapes a more dynamic look..

  • capone_adam
    • March 28, 2005 at 1:33 PM
    • #16

    Thanks for nice comments,

    Thanks for the geometry example, been looking for stuff like this but keep coming across higher end stuff. So you really think details should all be done with texturing? Even that split down the center of the back and front because I think those polys are ok...the only ones I'm not sure about are the rib cage and facial creases. I'll tweak the shoulders, your right about the animation side of things...thanks for the warning!

  • Acumen
    • March 28, 2005 at 2:46 PM
    • #17

    Well I just think it's not quite balanced out, yet. For example you have all those wrinkles on the face going on but then again on the back and the chest area you save your polies as if this is gonna be a 1000 polygon model. It needs to be more consistent.

    here's an example of how the shoulders could wrap around, though of course it uses much more polygons than you should end up having on your model but I think it's a good example for the whole shoulder area. The nice thing is, that you can take this as a guidline and cut off entire polyrows in order to achieve your budget:

    http://v091259.dd2110.kasserver.com/tem ... r_body.jpg

    And here i painted in, what I was talking about before. If you add those extra polies on the back and the chest it will look much smoother. I mean those are really visible areas. If you have 10 rows on hand wrinkle this is something you won't really notice, but the torso is such a huge object, why would you want to save polies there, when you have 5000 polygons overall to spend on the entire model

    http://v091259.dd2110.kasserver.com/tem ... rpaint.jpg

    I just think you have many hard edges, where the edgeflow changes drastically and goes in another direction and your model is not benefiting from it at all.

  • capone_adam
    • March 29, 2005 at 3:40 AM
    • #18

    Thanks again Fabi...

    I spent ages trying to make the chest higher poly but found myself going around in circles again, adding more detail then what was intended.

    [Blocked Image: http://www.caponeart.com/delete6.jpg]

    I much prefer to aim for the style of bobo the seal's work so ditched it and went to lower poly again. I think I've balanced it out a bit better but could probably still lower the head details further. Anyway problem is that I'm way behind shedule so need to get moving, will spend 1-2 hours tomorrow on it before moving onto his'weapon'.

    The only major problem I have with this visually is the side view...looks odd doesn't it?, his chest is too far out isn't it?...or is there more to it?

    A other major problem is that its nearly 5000, not that there is a strict limit but this is really bad for 5000 isn't it?...the only option I think if I wanted to sort this out would be to lower polys but then I've wasted my time with much of the modeling.

    Just be honest, chances are they won't be fixed with this character but its something I can think about for the future, would be appreaciated.

    [Blocked Image: http://www.caponeart.com/delete5.jpg]

  • Acumen
    • March 29, 2005 at 10:03 AM
    • #19

    that is an awesome improvement.

    if your compare the beginnings of this model and now you got a pretty dense mesh. great work you did there !

    i mean you got the budget of 5000 and as far as I can tell from the concept, there wasn't much detail you could add, so your only goal was to achieve a nice and smooth mesh. and the result is soo much better than what you got on the start. It's consistent now and I think you became a lot more conscious of how to place and distribute these polies so that you get a dense mesh in the end.

    I'm really looking forward to your next model

    The 2 rows of the upper leg could be rotated cause they face against the structure of the leg again.

    The chest looks very wide in the side view, yes (because the arms are so skinny) but that takes 3 minutes to fix this, right ? Move the back in a bit, move the chest in a bit and fiddle around the ass as well and it's done.

  • capone_adam
    • March 29, 2005 at 6:29 PM
    • #20

    Ok, time to reveal my concepts...again...with this paticular character I never intended to have a definate concept to model, it was more about mood and character.

    [Blocked Image: http://www.caponeart.com/convor.jpg]

    [Blocked Image: http://www.caponeart.com/delete7.jpg]

    Hopefully when I texture it in the next few days I can bring the bird design more into the character otherwsie they are going to look seperated. Any suggestions for this would be appreaciated but they have to be pretty simple given the time constraint.

    [Blocked Image: http://www.caponeart.com/delete8.jpg]

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