View Full Version : 'Scott' - Human Model
09-03-2003, 06:30 PM
What do you guys think? he's around 1'400 polys and animates like a dream :)
09-03-2003, 08:17 PM
Hey man :D!!!
Nice model u got there. Can we see wire? U planing on thezturing it? It is wiser to texture before u rig maybe. Nice polycount. :D!
10-03-2003, 04:02 PM
nice model, for the polycount :D
theres a bit messed up on the trousers near the ankles....it sorta goes back and looks messed up
11-03-2003, 12:55 AM
that is a verry nice poly count for that nice of a model. Good job! I like it.
11-03-2003, 04:00 AM
for 1400 polys I think you did a first rate job. Are you useing 3D Studio Max?
11-03-2003, 03:50 PM
Yeah i noticed the legs, i don't know what thats about.
The Ears also have a problem.
Anyway, heres the wireframe:
Yup, im using 3DSM 4.2
11-03-2003, 03:54 PM
well, his leg is broken : ) definitly fix that. And the ears, they look a little bit too far back.
11-03-2003, 03:58 PM
hehe, his leg does look broken, but its not. He's meant to be wearing a suit, and on the reference sketch that was given to me, he had a crease above the knee, so thats what i've done. I Expect that'll be taken care of by the texture guy :)
and the ears i agree on, i think i shall move those forward a little bit.
11-03-2003, 10:08 PM
I understand the crease, but thats too much. If you draw a line from the center of his hips, the width of what his leg would be, you will see that the leg would be going through the mesh. Hope you understand that.
12-03-2003, 06:55 AM
Looks pretty good. I think you need some more detail on the face though.
12-03-2003, 11:24 AM
I think the face should look ok when textured... but the bottom of the leggs definitely looks very weird... like its skewed forwards far too much... cant see how textures would fix this :/
15-03-2003, 04:22 AM
Aye, not too bad at all, but you modelled it in messiah pose. Never, ever do this with low poly characters or you'll end up with 'Rubber hose arms'. Low poly characters, particularly need to be modelled in the hlaf bent pose (there is a proper name for it, but it escapes me at present.) Basically, have you're arms in half bent at the shoulders and elbows. This'll make him deform in a much nicer fashion. Legs could be likewise bent though they tend not to be such a problem.
I'll agree with the need to tweak the verts on the front of the leg a wee bit. by all means keep the bulging material, but you're character would have extremely thin legs under his trousers. His feet look a bit small too. If we want to be pedantic, his heads a bit on the small side and his necks very thick. Once you've got the collar textured in it might not be such a problem. Worth considering. Aside from that, you've got a few polys on the body that you might consider eliminating and adding to the face. How far away are we going to be viewing your character from, if its a fair distance its probably not worth fiddling with the face, but if this is an FPS or something, then you'll be needing to do some work.
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