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Character modelling techniques in Ts
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Character modelling techniques in Ts // Game Development
Post by The Master Elite // Sep 25, 2008, 7:20am
The Master Elite
Total Posts: 107
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Hey, I've been trying to figure this out for a while...practicing mostly...but I was curious if anyone here has a general workflow or at least some techniques and tips for creating character meshes for games...
So curious, in fact, I made this thread...:P |
Post by mrbones // Sep 25, 2008, 7:34am
mrbones
Total Posts: 1280
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Using mirror modeling to create character faces and bodys has always helped me.
Cheers |
Post by JimB // Sep 25, 2008, 7:37am
JimB
Total Posts: 341
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You could try this method.
http://forum.thegamecreators.com/?m=forum_view&t=113406&b=3
http://forum.thegamecreators.com/?m=forum_view&t=113407&b=3
A few of the characters I made using box modeling.
Jim |
Post by The Master Elite // Sep 28, 2008, 9:19am
The Master Elite
Total Posts: 107
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Wort. Looks good...I tend to begin most of my modelling with a 3 by 3 by 2 cube...nonetheless, modern character modelling typically involves much more detailing in the actual geometry...
Currently, I'm looking around for workflow tutorials... |
Post by RichLevy // Sep 28, 2008, 9:52am
RichLevy
Total Posts: 1140
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TS can do edge modeling, it works pretty good despite some tools that would make it easier being missing. While I have not run into any tutorials for TS specifically, there are many on the net for all of the other applications. This technique is typically used on the head and face, I spent last week working thru on how to do it on the body of a character.
I could give you a rundown of what is good and bad about this technique in TS but I am told my problems with TS modeling are my own bad habits and lack of flexibility to adapt to a new system :rolleyes: So you are on your own :D
Have fun!
Rich |
Post by JimB // Sep 28, 2008, 11:20am
JimB
Total Posts: 341
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modern character modelling typically involves much more detailing in the actual geometry
Thats why some of us take our models over to programs like 3D Coat :)
Box modeling is the fastest and simplest way of achieving a good base character mesh on which to build upon IMHO.
Jim |
Post by The Master Elite // Sep 29, 2008, 5:07am
The Master Elite
Total Posts: 107
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...personally, I can't imagine NOT making a mesh from cubes anymore...except for planes for level design, of course...
I am aware some people tend to take low-poly meshes and upload 'em into Modo or zBrush to add all the details...while this is a great workflow, I possess neither of these tools, and am quite aware its possible to make well-detailed meshes in Ts all on its own...
...a good example of polygon modelling to produce great detail can be found here: http://digitalapprentice.net/Community/index.php?option=com_fireboard&Itemid=59&func=view&id=1171&catid=113 |
Post by JimB // Sep 29, 2008, 7:58pm
JimB
Total Posts: 341
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...personally, I can't imagine NOT making a mesh from cubes anymore...except for planes for level design, of course...
I am aware some people tend to take low-poly meshes and upload 'em into Modo or zBrush to add all the details...while this is a great workflow, I possess neither of these tools, and am quite aware its possible to make well-detailed meshes in Ts all on its own...
...a good example of polygon modelling to produce great detail can be found here: http://digitalapprentice.net/Community/index.php?option=com_fireboard&Itemid=59&func=view&id=1171&catid=113
Everyone has their own prefered technique a lot of people like starting with a cube.
The reason some of us take low poly models in to 3D Coat etc is to give the model a high poly skin,that is to say subdivide the low poly model and add details using displacement.The high poly skin is then applied to the low poly version of the model which then takes on the appearence of the high poly version,the original high poly model may have been 30 - 40k polies or more the re skinned version could be around only 3 - 4k or so polies and more suitable for game use.
If you are not going to use the high poly model in a gaming environment then it does'nt really matter how many polies your model has.
A good tutorial to watch is the Viper fish by Jack Edwards which you can find
here it shows the kind of techniques which you can build up a high poly model
http://www.caligari.com/products/trueSpace/ts5/Courses/WorkspaceOrganicModeling1.asp?Cate=Training&Subcate=Fundamental
Jim |
Post by headwax // Sep 29, 2008, 9:24pm
headwax
Total Posts: 38
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Hi not sure if you are aware of this tutorial?
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
cheers |
Post by parva // Sep 29, 2008, 9:52pm
parva
Total Posts: 822
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that are really fantastic models Jim. Looking very professional :) |
Post by jayr // Sep 30, 2008, 12:54am
jayr
Total Posts: 1074
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Hi not sure if you are aware of this tutorial?
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
cheers
It's been around for a few years thet tutorial, it's a really gooone too.
3D Total do another good one called 'The Swordsaman' about low-poly game modelling for characters, it's not free though:
http://shop.3dtotal.com/index.php?cPath=28_31 |
Post by JimB // Sep 30, 2008, 6:15am
JimB
Total Posts: 341
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that are really fantastic models Jim. Looking very professional :)
Thank you parva I appreciate your kind comment,I'm constantly trying to improve my character models. :)
Jim |
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