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building my demo 3/4

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Hi GameDev forum, Well I am still working at this one as per my last topic and the topic before that -(Building my demo-(1,2) Me I am building my demo from scratch, and wish to attain work in the Game industry for next gen systems. The advice out here on GameDev has helped a lot and thanks, I thought I would show where this is at now. So since last time I have: Turned down the volume on Sir Mix-a-Lot - (found the workout tapes by Fonda) Removed the T junctions in the waist area, Added the three edge loops around the knees, elbows and shoulders Removed the Tris polygons in rounder areas Cut back the poly count to 3007 and tried to put polygons where it counts I feel right now that the character lacks "character", but I think if I can learn about good form (and next build a good texture) then that will put me on the right road to understanding good modeling, I would appreciate your comments, ideas, advice, etc Thanks Take care Zlehaklif2

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Here's an annotated image:
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For the face, there are too many problems to get into... go do a few tutorials and see how they layout geometry. Faces are easier to learn because they are mostly similar, so getting basic form and edgeflow is easier, but they are all about sublty, which is more difficult.
Be careful where you cut edgeloops, such as the base of the neck... no reason for those tries, just connect them and you have a nice quad loop.
Overall, once you get the edgeflow down, your vertices need adjustment for more form and efficiency. You can shave another couple hundred off by my estimation.

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Thanks for looking in to this stuff so thoroughly Prof420. At this point I don’t know where to find good tutorials about laying out of geometry. I had read Paul Steeds book but maybe I am missing the essence of what he is discussing. If you could recommend a few good tutorials that would be great.

In terms of edge flow, is my Goal to make my character as if it were a primitive? By that I mean that the quads are spaced apart like evenly placed squares. The same size square over and over, But compensating for deformations and details. And more rectangular (longer) quads where there is less detail, is that the way to see modeling?

Thanks for the notes- that helped me understand more.

Zlehaklif

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A good low-poly head:
http://67.15.36.49/team/Tutorials/future_worker/futureworker_01.asp
But since you have more polies you'll have better topology, especially since yours is meant to animate.

But even better are books. I suggest, from my collection:
Stop Staring (book)
Building a Digital Human (book)
Advanced Maya Character Modelling
Gnomon Game Character Modelling (and Head Modelling)

And choose a next-gen game (such as HL2), figure out how to import the characters into your program, and study them. This will first teach you about the game art pipeline, which is a big deal, and second, give you great reference.

Be careful what books you choose, and make sure the people who recommend them know what they're doing. Paul Steed's book looks like it blows... a similar book was Maya Character Animation, which had extremely strange and inefficient methods, and was recommended to me by a modelling professor... needless to say, she was woefully unqualified, and I wasted $40.
Your goal is a mix of both. Again, look at models. For an idea, this is a quick character I did a little while ago, could use some more geometry in some areas (with weapon about 3100 polies), but this sort of distribution and flow is what you're going for (shoulders could be better).
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