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#1 (permalink) |
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Game-Artist.net Staff
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Male Anatomy - Please Crit
Heres my new WiP - a low(ish) poly anatomy model
I am using the free references from Freedomofteach. I am aiming for good edge flow and topology rather than trying to keep it low poly. Mainly using point by point modeling, as box modeling organic stuff infuriates me I will post updates at various stages as I make progress. Here is the chest and stomach area I am trying to imporve my organic modeling so please crit the hell out of it...... ![]() |
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#2 (permalink) |
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Senior Artist
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It’s a little early to get too crit heavy to be honest, but it looks like an ok start.
Have you considered Strip Modeling? With this technique, you extrude an edge down the profile (one for front, back, left and right side of each appendage). Once your silhouette is correct, you bridge all the faces together to form solid shapes. This guy is an example, look at the first image of how the neck, jaw line, side profile, etc are a single strip, then he fills them out later. This way, your character gets a solid shape before you do a whole lot of work. http://forums.cgsociety.org/showthread.php?t=395821 A lot of people love this method, but whatever technique works for you. |
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#4 (permalink) |
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Game-Artist.net Staff
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Chris - I usually start off with a strip for the face but I'd never considered adding more strips and using them for appendages. Maybe I'll try that for the legs and arms on this model, cheers Chris
JPowers - Yeah thanks for the comment. I've been going back and forth trying decide where to terminate that loop. I initially had it meeting in the centre but that doesnt represent the shape of the top abdominal in the reference pictures I'm using. I might come back to it later Last edited by benclark; 08-21-2006 at 03:51 PM. |
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#8 (permalink) |
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Senior Artist
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Oh yea, it works great for a few reasons:
It quickly creates a great looking shape so you can push the character's look and designer further faster, and it gets a good looking base down with minimal polygons saving a lot of clean-up and optimizing. Last character I used the method on was this (unfinished). I stripped out all the shapes with planes, so his visual exterior is solid, but inner core is completely open and optimized, which keeps the polycount extremely low and character strong. http://img148.imageshack.us/img148/7...icoma038qo.jpg |
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