Character modelling techniques in Ts

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Character modelling techniques in Ts // Game Development

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Post by The Master Elite // Sep 25, 2008, 7:20am

The Master Elite
Total Posts: 107
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

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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

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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
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

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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

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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
...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
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

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that are really fantastic models Jim. Looking very professional :)

Post by jayr // Sep 30, 2008, 12:54am

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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

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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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