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Human 01 (Crits Please)

  • Rick_D
  • November 10, 2006 at 2:01 PM
  • Rick_D
    • November 10, 2006 at 2:01 PM
    • #1

    Ignore the yellow mesh, the light blue is meant to be the tails of a military-style coat, thin material. The shoes are adidas sneakers, not military boots.

    How is the poly distribution, the cuts and the potential distortion? This is my first player model, so I appreciate any and all crits that will help me avoid mistakes and get the best out of the model.

    [Blocked Image: http://img150.imageshack.us/img150/9249/1ix3.jpg]

    [Blocked Image: http://img150.imageshack.us/img150/3708/2sg7.jpg]

    [Blocked Image: http://img297.imageshack.us/img297/8301/3pd0.jpg]

    Thanks.

    [edit] thanks 'champ

  • Rick_D
    • November 10, 2006 at 6:20 PM
    • #2

    Started detailing the head:

    [Blocked Image: http://img120.imageshack.us/img120/405/untitled1xu5.gif]

    It looks a *little* bit like the tutorial I'm using for this, but I want to go back over and clean up and add/remove details once I've got the rough shape fleshed out.

  • hessi
    • November 10, 2006 at 6:35 PM
    • #3

    cough. the head looks terrible. you should work with edgeloops that align with the human muscles.

    http://thomashess.net/hessi_wire.jpg

    not perfect at all but you can figure out what i mean

  • Bic-B@ll
    • November 10, 2006 at 6:38 PM
    • #4

    [01] [Rick_D] http://www.mapcore.net/forums/viewtopic ... 570#127570

    [01] [bic] your face lacks in loops

    [01] [bic] say somethng like "i need a good example of edge looping" and hessi will give you a pic of his face

    [01] [bic] im too lazy to find it

  • Rick_D
    • November 10, 2006 at 6:44 PM
    • #5

    Ok thank you hessi.

  • hessi
    • November 10, 2006 at 7:03 PM
    • #6

    hahaha bic

  • Defrag
    • November 10, 2006 at 7:20 PM
    • #7

    Some other links regarding looping:

    http://ambient-whisper.cgcommunity.com/ ... age-3.html

    There used to be a great page here too, but it's down now

    http://coldfusion.art.msstate.edu/camen ... setup.html

  • Rick_D
    • November 10, 2006 at 9:04 PM
    • #8

    I started tidying up the loops, much work to go :S

    [Blocked Image: http://img76.imageshack.us/img76/2233/untitled1am7.gif]

  • Rick_D
    • November 12, 2006 at 1:10 PM
    • #9

    For my first model I decided to go with a balaclava because it's easier :S

    Such a cop out The next one will be a proper head, done the proper way.

    But for now I just slapped on some temp materials:

    [Blocked Image: http://img97.imageshack.us/img97/2378/untitled1tr6.gif]

  • cyberjunkie
    • November 12, 2006 at 3:25 PM
    • #10

    Looking Very Good! for a first human body model!

  • Rick_D
    • November 12, 2006 at 4:28 PM
    • #11

    The head is still a major concern to me, but I have plenty of time to go over it and tweak it a little.

  • von*ferret
    • November 12, 2006 at 5:47 PM
    • #12

    Try to keep quads. FOr human models I suggest you read the Joan of Arc tutorial. Its quite possibly the best human modeling tutorial on the internet.

    http://67.15.36.49/ffa/tutorials/max/jo ... anmenu.asp

  • CyanideCotdPnuts
    • November 12, 2006 at 7:41 PM
    • #13

    I disagree. That modeling tutorial is bogus because it teaches you to work with NURBS which is not a standard tool most modelers use, especially for low-poly stuff such as this. If you have access to the HLMV, reference their topology. That's how I learned how to do low-poly organics.

  • Rick_D
    • November 12, 2006 at 9:24 PM
    • #14

    Thanks to everyone who gave me crits here and in IRC (especially Acumen).

    What I did was import the urban_reference.smd and tried to match the quads as best as I could in my own model, I don't know why I didn't think of it before tbh.

    I am still trying to get some good reference photo's for the face, so I can model something a little bit more advanced for my next model (this isn't finished but I've finished fleshing him out properly and I can go about cleaning up all the wasted polies).

  • von*ferret
    • November 12, 2006 at 9:31 PM
    • #15

    I disagree with you! Fundamentals are fundamentals as Peri said. You can learn the fundamentals of edge looping which right now, is what is bringing down his models. Edge looping will help deformation when he animates/rigs as well as help define import anatomy.

  • CyanideCotdPnuts
    • November 12, 2006 at 9:39 PM
    • #16
    Quote from Rick_D

    Thanks to everyone who gave me crits here and in IRC (especially Acumen).What I did was import the urban_reference.smd and tried to match the quads as best as I could in my own model, I don't know why I didn't think of it before tbh.

    I am still trying to get some good reference photo's for the face, so I can model something a little bit more advanced for my next model (this isn't finished but I've finished fleshing him out properly and I can go about cleaning up all the wasted polies).

    http://services.co.dakota.mn.us/jailsearch/ for good free face refs

  • Rick_D
    • November 12, 2006 at 10:16 PM
    • #17
    Quote from Pericolos0

    if you ignore the nurbs stuff it is still a great tutorial on modelling a human face with proper edge loops

    I read through it and I thought the same thing, bookmarked it too ;P

    Haha thanks Cy, that is perfect - can't believe I didn't think of that hehe

    [edit] I've been adding in some equipment (all still temp slapped on skins)

    [Blocked Image: http://img152.imageshack.us/img152/5332/untitled1fk5.gif]

    I spoke with my dad (who does drawings and stuff for various things) and he suggested a few things and gave me a book to look at, I tweaked the head and neck as much as I could bear, I don't know if it's looking particularly human, it's also hard to tell with that flat black material

  • cardo
    • November 13, 2006 at 12:49 AM
    • #18

    Looking good Rick! It is pretty hard to tell about the head as you already said but what I did notice is that the arms look real short.. like they'd only just go below his waist if he put them down.

  • Rick_D
    • November 13, 2006 at 1:09 AM
    • #19

    I was worried about that as well, they are scaled to the valve models so they should be alright.

  • Meotwister
    • November 13, 2006 at 4:58 AM
    • #20

    i think its just how it looks, my hands go down to about pocket level and i think his would too.

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