Bo$bevok@Posted: Tue Apr 01, 2008 8:58 pm :
Well I've modeled some simple objects and stuff before but this is the first complicated thing ive done and as you can see the modelling is nearly done. if it looks like there is any z-fighting (or whatever its called when the sides overlap) thats because of my 3ds max version i dont know why but after a certain distance it just goes wierd like that.... :?

Image
Image
Image


I've been struggling with the head (started and deleted it many times) but hopefully i can finish it soon. in its current state it has 718 faces. I'd love some advice so i could try to improve it. thanks
I've been using this tutorial :

http://www.bakaneko.com/howto/computer/3d/character/page01.html



Dinky@Posted: Tue Apr 01, 2008 9:48 pm :
Are you planning on taking this model to ZBrush/Silo/Mudbox/Sculpting software? Or just straight to a game engine?

When it comes to modeling, there are a variety of ways that artists model characters. Some people, like in the tutorial you're following, do whats called "Box" modeling, starting from a box and adding detail as they go. Other people start from a single polygon plane and extrude edges until they complete their model.

I tend to use a bunch of different techniques depending on the model I'm making or what part of the model I'm making. If I were making a foot or something like that, I usually start from a box. But if I'm making a head/face, I model polygon by polygon.

I'll create a single polygon plane with 4 verticies, go into my front camera view and place my polygon plane on a part of the face (I usually start at the bottom eyelid). Then, I click an edge and I use the Extrude Edge command and shape that new polygon face according to my reference plane.

I was never able to get a handle on starting from a box or starting from a sphere to do most pieces of a characters body. If I weren't so sick, I would post more; but I'm going to eat some soup.

EDIT: Also, your "Z-fighting" issue sounds like either of a few things. Right now I can only think of 2.

Either 1) You need to adjust your camera's scale settings in it's properties until it doesn't do this anymore. I don't know how to do this in 3dsmax, I work in Maya.

or 2) You have extruded faces incorrectly by accident and created non-manifold geometry. For your sake, I hope it's the first one. Non-manifold geometry can be a bitch sometimes, especially if you don't know how to fix it. Basically it means you have a polygon face on top of a polygon face, they share verticies and they exact same xyz location. At least I think that's what it is... I can't remember, I'm sick.



Bo$bevok@Posted: Wed Apr 02, 2008 12:13 am :
hey dinky thanks for the reply.
im gonna give the head a go tommorow using your technique.

the issue with z-fighting is definately not the second one but i dont know how to get rid of it with the camera... oh well its nothing major.

again, thanks alot

EDIT : By the way i dont have any sculpting software and i've already used up my z-brush trial.... i'll see what i can find.



Dinky@Posted: Wed Apr 02, 2008 6:37 pm :
Bo$bevok wrote:
hey dinky thanks for the reply.
im gonna give the head a go tommorow using your technique.

the issue with z-fighting is definately not the second one but i dont know how to get rid of it with the camera... oh well its nothing major.

again, thanks alot

EDIT : By the way i dont have any sculpting software and i've already used up my z-brush trial.... i'll see what i can find.


I believe Blender has sculpting solutions in its software, but I don't mess with Blender much.

If you want to find cheaper high-res sculpting solutions, take a look at Silo 3d for a start. ZBrush used to be really cheap, I think I picked it up for around 200 or 300 bucks back when it was ZBrush 2, but the price has since skyrocketed. They're nice enough to provide updates for free... I'm glad because I don't think I could afford upgrades!

EDIT: Also, when modeling the face, make sure an examine many anatomy references!!! Circles are also very important. You want to make the edges flow similarly to the way they flow in real life human anatomy; make edges flow in circles around detail spots, like the eyes, nose, mouth, ears. Go to 3d modeling forums and look at work in progress sections, look at as many human face wireframes as possible!!

You might already be doing that, but I had to mention it, it's very important. :D



Lumpengnom@Posted: Sun Apr 06, 2008 11:27 am :
I´d add more loops around the knee, the ellbow and the armpit. These loops are necessary for animation later on.



Bo$bevok@Posted: Sun Apr 06, 2008 2:58 pm :
yep the heads coming along...
thanks for the tip lumpengnom. it's going kinda slow but i'll get there.
thanks again!



Bo$bevok@Posted: Tue Apr 01, 2008 9:58 pm :
Well I've modeled some simple objects and stuff before but this is the first complicated thing ive done and as you can see the modelling is nearly done. if it looks like there is any z-fighting (or whatever its called when the sides overlap) thats because of my 3ds max version i dont know why but after a certain distance it just goes wierd like that.... :?

Image
Image
Image


I've been struggling with the head (started and deleted it many times) but hopefully i can finish it soon. in its current state it has 718 faces. I'd love some advice so i could try to improve it. thanks
I've been using this tutorial :

http://www.bakaneko.com/howto/computer/3d/character/page01.html



Dinky@Posted: Tue Apr 01, 2008 10:48 pm :
Are you planning on taking this model to ZBrush/Silo/Mudbox/Sculpting software? Or just straight to a game engine?

When it comes to modeling, there are a variety of ways that artists model characters. Some people, like in the tutorial you're following, do whats called "Box" modeling, starting from a box and adding detail as they go. Other people start from a single polygon plane and extrude edges until they complete their model.

I tend to use a bunch of different techniques depending on the model I'm making or what part of the model I'm making. If I were making a foot or something like that, I usually start from a box. But if I'm making a head/face, I model polygon by polygon.

I'll create a single polygon plane with 4 verticies, go into my front camera view and place my polygon plane on a part of the face (I usually start at the bottom eyelid). Then, I click an edge and I use the Extrude Edge command and shape that new polygon face according to my reference plane.

I was never able to get a handle on starting from a box or starting from a sphere to do most pieces of a characters body. If I weren't so sick, I would post more; but I'm going to eat some soup.

EDIT: Also, your "Z-fighting" issue sounds like either of a few things. Right now I can only think of 2.

Either 1) You need to adjust your camera's scale settings in it's properties until it doesn't do this anymore. I don't know how to do this in 3dsmax, I work in Maya.

or 2) You have extruded faces incorrectly by accident and created non-manifold geometry. For your sake, I hope it's the first one. Non-manifold geometry can be a bitch sometimes, especially if you don't know how to fix it. Basically it means you have a polygon face on top of a polygon face, they share verticies and they exact same xyz location. At least I think that's what it is... I can't remember, I'm sick.



Bo$bevok@Posted: Wed Apr 02, 2008 1:13 am :
hey dinky thanks for the reply.
im gonna give the head a go tommorow using your technique.

the issue with z-fighting is definately not the second one but i dont know how to get rid of it with the camera... oh well its nothing major.

again, thanks alot

EDIT : By the way i dont have any sculpting software and i've already used up my z-brush trial.... i'll see what i can find.



Dinky@Posted: Wed Apr 02, 2008 7:37 pm :
Bo$bevok wrote:
hey dinky thanks for the reply.
im gonna give the head a go tommorow using your technique.

the issue with z-fighting is definately not the second one but i dont know how to get rid of it with the camera... oh well its nothing major.

again, thanks alot

EDIT : By the way i dont have any sculpting software and i've already used up my z-brush trial.... i'll see what i can find.


I believe Blender has sculpting solutions in its software, but I don't mess with Blender much.

If you want to find cheaper high-res sculpting solutions, take a look at Silo 3d for a start. ZBrush used to be really cheap, I think I picked it up for around 200 or 300 bucks back when it was ZBrush 2, but the price has since skyrocketed. They're nice enough to provide updates for free... I'm glad because I don't think I could afford upgrades!

EDIT: Also, when modeling the face, make sure an examine many anatomy references!!! Circles are also very important. You want to make the edges flow similarly to the way they flow in real life human anatomy; make edges flow in circles around detail spots, like the eyes, nose, mouth, ears. Go to 3d modeling forums and look at work in progress sections, look at as many human face wireframes as possible!!

You might already be doing that, but I had to mention it, it's very important. :D



Lumpengnom@Posted: Sun Apr 06, 2008 12:27 pm :
I´d add more loops around the knee, the ellbow and the armpit. These loops are necessary for animation later on.



Bo$bevok@Posted: Sun Apr 06, 2008 3:58 pm :
yep the heads coming along...
thanks for the tip lumpengnom. it's going kinda slow but i'll get there.
thanks again!



Bo$bevok@Posted: Tue Apr 01, 2008 9:58 pm :
Well I've modeled some simple objects and stuff before but this is the first complicated thing ive done and as you can see the modelling is nearly done. if it looks like there is any z-fighting (or whatever its called when the sides overlap) thats because of my 3ds max version i dont know why but after a certain distance it just goes wierd like that.... :?

Image
Image
Image


I've been struggling with the head (started and deleted it many times) but hopefully i can finish it soon. in its current state it has 718 faces. I'd love some advice so i could try to improve it. thanks
I've been using this tutorial :

http://www.bakaneko.com/howto/computer/3d/character/page01.html



Dinky@Posted: Tue Apr 01, 2008 10:48 pm :
Are you planning on taking this model to ZBrush/Silo/Mudbox/Sculpting software? Or just straight to a game engine?

When it comes to modeling, there are a variety of ways that artists model characters. Some people, like in the tutorial you're following, do whats called "Box" modeling, starting from a box and adding detail as they go. Other people start from a single polygon plane and extrude edges until they complete their model.

I tend to use a bunch of different techniques depending on the model I'm making or what part of the model I'm making. If I were making a foot or something like that, I usually start from a box. But if I'm making a head/face, I model polygon by polygon.

I'll create a single polygon plane with 4 verticies, go into my front camera view and place my polygon plane on a part of the face (I usually start at the bottom eyelid). Then, I click an edge and I use the Extrude Edge command and shape that new polygon face according to my reference plane.

I was never able to get a handle on starting from a box or starting from a sphere to do most pieces of a characters body. If I weren't so sick, I would post more; but I'm going to eat some soup.

EDIT: Also, your "Z-fighting" issue sounds like either of a few things. Right now I can only think of 2.

Either 1) You need to adjust your camera's scale settings in it's properties until it doesn't do this anymore. I don't know how to do this in 3dsmax, I work in Maya.

or 2) You have extruded faces incorrectly by accident and created non-manifold geometry. For your sake, I hope it's the first one. Non-manifold geometry can be a bitch sometimes, especially if you don't know how to fix it. Basically it means you have a polygon face on top of a polygon face, they share verticies and they exact same xyz location. At least I think that's what it is... I can't remember, I'm sick.



Bo$bevok@Posted: Wed Apr 02, 2008 1:13 am :
hey dinky thanks for the reply.
im gonna give the head a go tommorow using your technique.

the issue with z-fighting is definately not the second one but i dont know how to get rid of it with the camera... oh well its nothing major.

again, thanks alot

EDIT : By the way i dont have any sculpting software and i've already used up my z-brush trial.... i'll see what i can find.



Dinky@Posted: Wed Apr 02, 2008 7:37 pm :
Bo$bevok wrote:
hey dinky thanks for the reply.
im gonna give the head a go tommorow using your technique.

the issue with z-fighting is definately not the second one but i dont know how to get rid of it with the camera... oh well its nothing major.

again, thanks alot

EDIT : By the way i dont have any sculpting software and i've already used up my z-brush trial.... i'll see what i can find.


I believe Blender has sculpting solutions in its software, but I don't mess with Blender much.

If you want to find cheaper high-res sculpting solutions, take a look at Silo 3d for a start. ZBrush used to be really cheap, I think I picked it up for around 200 or 300 bucks back when it was ZBrush 2, but the price has since skyrocketed. They're nice enough to provide updates for free... I'm glad because I don't think I could afford upgrades!

EDIT: Also, when modeling the face, make sure an examine many anatomy references!!! Circles are also very important. You want to make the edges flow similarly to the way they flow in real life human anatomy; make edges flow in circles around detail spots, like the eyes, nose, mouth, ears. Go to 3d modeling forums and look at work in progress sections, look at as many human face wireframes as possible!!

You might already be doing that, but I had to mention it, it's very important. :D



Lumpengnom@Posted: Sun Apr 06, 2008 12:27 pm :
I´d add more loops around the knee, the ellbow and the armpit. These loops are necessary for animation later on.



Bo$bevok@Posted: Sun Apr 06, 2008 3:58 pm :
yep the heads coming along...
thanks for the tip lumpengnom. it's going kinda slow but i'll get there.
thanks again!