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ogracian

Most used method to create 3D characters for games...

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Hello I really appreciate if anyone could tell me which is the most used method to create 3D characters for games, I mean, do I use, polygon modelign tools, nurbs, NURMS, patches, etc. I really apreciate any help. Thanks!

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Use nurbs/patches??.. are you kidding? =)

The goal to made a model in games is simple :low-polygon and low-texturing

Yep 3dsmax is a good choice, i use 3dsmax + paintshoppro and it is enough for made all (software), for hardware i use a ati-radeon, a big harddisk a duron 750 and a scanner plus a optical with sidescroll mouse (you must have it for modelling).

First it to draw the front and left to the model (upper view is optional), then scan it and put this image.. Next put the image in the background that 3dstudio, next draw a 3d-box (very original), then convert to editable mesh.... extrude, cut,cut, move, scale, another extrude and the model (without texture) is ready. Then use uv-mapppers to pre-apply the texture, then export this uv-mappers and open with paintshoppro, next apply this exported uv-mappers to a transparent layers and draw in another layers.. And finally save the texture in the image and apply this to the model.

Of course it is my method, somebody can use a variant of this method, for example somebody use sphere for modeling the head.. i like to use only boxes


-eng3d.softhome.net-

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Hello

Thanks for your help, well about characters modeling using max, anyone have one site to look some tutorials?

Thanks
Oscar

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Polygon modeling is definitely how most games are done. I have yet to hear of any that use NURBS. I''ve been messing around with Max''s surface tools to create patches and I think this could be a decent way to model characters for games.

Patches inherently give you different levels of detail and the smallest detail setting can be converted to a low polygon object if you don''t get carried away with making the spline cage too detailed.

NURMS, which is Max''s implementation of subdivision surfaces could be useful to create detailed versions of characters for systems with plenty of horsepower.

--
http://www.3dcgi.com/

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This is fine for realtime rendering, but what if you want to make a really high res, high poly character for pre rendered sequences and fmv?

Also, how do you make the model easy to animate, and how can you make sure it''s movements are lifelike?

We''re getting into the realms of Pixar and ILM here, but please try to keep your answers simple and CHEAP.

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I don''t have experience doing high detail animation, but I think that if you like modeling with polygons you can still do that and then apply subdivision surfaces to add extra detail. And of course patches and nurbs are great for high detail objects.

Using a skeleton and skin like some games do will probably work well with detailed objects too. At least for the base animation before it is fine tuned.

As far as being sure the movements are life like. I don''t think there is any secret there, just talent for subtle observation of whatever you''re trying to animate.

--
http://www.3dcgi.com/

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Err... Lemme guess, I am the only one whom is going to put some work in creating his own editors for his game? :p

It ain''t even that hard to create... Well, compared to an entire game... Off course, it isn''t as fancy as Studio Max, but since it only has to be compatible with my game, that doesn''t matter.

Also, creating your own character formats gives you a bit of... control over what is stored in them. You can use your own ways of animating models and such. Quite a pro if you ask me.

Or are we just insane? :p

Maarten Leeuwrik
Radiant

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It is my understanding that most studios use commercial packages to create characters. If you write an exporter to your format then you can tweak things in a custom editor. This way you don''t totally reinvent the wheel. Custom editors seem to be more common for creating levels.


--
http://www.3dcgi.com/

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