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Richy2k

Modeling People...

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Are there any good techniques out there for modelling a human form? I had a bash at modelling a person last night, and imho I don't think I done too bad a job for about 10-20 minutes of extruding. The way I done it was worked my way up from the feet, but it certainly wasn't the easiest route I could have taken. The reason I'm asking is any game I make, I tend to do the sound and artwork myself, but I'm a lot better a programmer than I am an artist. Anyways, what is your opinion on this? Am I on the right track? Click to see larger.

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well, besides the art there is a problem with your method.

It appears as if you are using the sub'd method (seeing as how there are all those quads). This method, you will find produces models out of range for a decent game. Take a model with 500 quads and subdivide it into about 2000 or so. Now 2000 is not good, but not extremely horrible as far as polys counts go. The downside is that you have far less control over the model's end look because a sub'd at 500 polygons will reduce some areas of low detail (like a foot) in size while the face or hands (usually lots of detail) dont change shape much.

Truth be told video game modeling is far more about the textures then anything else, of course I could be completely wrong about your method or intent and for that I am sorry.

As for your model, the keyword is variation. Your arms are all one width, your head is a simple sphere, your body is a box with two small awkward lumps on it and your legs are long rectangles. If there weren't so many polygons it would be easier to critique. Good job though, blender isn't easy.

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Yeah I am using subsurfs. I used Blender's Decimator to reduce the polycount, and it didn't do too bad a job at reducing the polygon count for in my game engine. Reduced the model to 250 Polygons and its good enough looking for an RTS. It could use a lot less still I bet.

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Couple of things:

Don't model your characters naked, especially if you are going for reasonable poly counts: clothes drastically alter the shape of your character's outline, and can pose serious in-game issues if you attempt to add clothes afterwards as an extra "layer".

You seem to be having some issues with relative measurements - are you working from real-life image sources or from your head? I cannot stress enough that you should always work from either a concept art sketch/photo combination - otherwise there is no continuity in your work.

I'm not familiar with Blender (I always use Maya), but is there the ability to use image planes? These allow you to use a "guide image" behind your 3D-plane views. You can have a picture of the front of your subject in your front ortho-view, and the same for top and sides. From this you can construct your 3D models very accurately.

A good technique of you are just starting out is to use the Da Vinci Man as an image plane which will help you get proportions correct. You'll be amazed how lifelike your models will appear if you simply get the limb measurments proportinally correct.

Here's a little WIP from what I was intending to enter into 4e4, but I think i'm going to be too busy :(

Image hosted by Photobucket.com

[edit] He looks much cooler after being reflection and specular mapped [/edit]

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I modelled it from my head, so the proportions won't exactly be spot on. I'm just having a play about. Although when I begin doing any serious modelling for in my games, i'd be doing concept art to work from, going from the top of your head just doesn't cut it, i'm still trying to sort out some orientation issues within my engine aswell.

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Why he has the need to put something green over his eye, I do not know...nor do I understand his fearful need to carry a gun around and such thick armor.
But, it is entirely possible he has a very justifiably good reason to be dressed like he's ready to cause great suffering (which, really, is what existence NEEDS LESS OF if it wants to become better), and so it is nicely constructed, I hope he's going hunting because it's winter and he's hungry and needs food.

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"Truth be told video game modeling is far more about the textures then anything else, of course I could be completely wrong about your method or intent and for that I am sorry."

That is truly beautiful.

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