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#1 (permalink) |
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Game Art Student
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Character Modeling Question
I have a question about character modeling. I was wondering which modeling tactic gives you the most efficient and model with best results. Box modeling or using a cylinder to model the limbs and body. I am looking for any advice in general with character modeling. Thank you guys.
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#2 (permalink) |
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Senior Artist
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I'd say Box because it starts off with simpler shapes and makes it easier to round out the semi-spherical shape of the skull. The front of the face is like a cylinder, but with an irregular egg shape stuck into the upper back of it. I just don't see edge loops working that great for cylinders to get a good face geometry. I still expect several responses from people saying "oh it doesn't matter, just do ____" but every little shortcut helps. I'd say start from a box torso, extrude up to make the neck and skull, then extrude forward to make the face/chin. Check some tutorials on it too.
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#5 (permalink) |
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Game-Artist.net Staff
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I tend to start with a cylinder around the waist and extrude out from there. Same with limbs, starting from a cylinder and extruding outwards and then joining it all up.
For heads, I tend to start with the bridge-of-the-nose-down-around-chin and eye loops then extrude outwards as required. |
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#6 (permalink) |
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Founder of Statspaddling
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Well, I'm not very good as it comes to this myself.. but I usually start off these kind of shapes by using planes from which I extrude the edges
![]() Though I guess it ight be better using cylinders in some places in order to get a good topology and control over the shape. Cheers!
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#8 (permalink) |
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New Artist
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As a character artist myself.
My approaches in whatever I create are always different. Very few times I actually catch myself creating a new character from previous methods that finished my last one. I would say blocking out the model using the box method is good, but doing so I would leave out the head and stick to simple plane modeling. As box modeling heads are quite a pain and more time consuming from my experience. It's really just finding out what works best for you & what your creating.
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www.CrazyMatt3D.org |
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#9 (permalink) |
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Game-Artist.net Admin
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I think this realy depends on your personal likings. There are alot of people who can make great things with box modeling, but for me it just doesn't work. I always end up with bad loops and something that still looks like my original shape. so 90% of the things I model i started with a single plane. I think it's easier to get the big loops right with polymodeling (as opposed to boxmodeling), and then add more details and small stuff
Bottom line is, just try them both, and find a way that works best with your modeling workflow.
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