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Old 03-07-2011, 09:20 PM   #16
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Originally Posted by Kaiune3D View Post
Don't really worry about the tricount in the rough out stage you can always remove loops once you get toward the clean up phase. Just remember that the tricount doesn't really matter until you turn in your piece. That being said you don't want to model unnecessary parts like seems in clothes or other small items that can be done in modeling/sculpting.
Thanks man, I'll try to ask my tutor about Zbrush for the finer details.

Need to add a nose
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Old 03-07-2011, 09:36 PM   #17
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looks interesting. head reminds me of alien . i suggest you taking another look at eye part of the head. edges are twisted there. it might cause unwanted issues latter.
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Old 03-07-2011, 09:39 PM   #18
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Originally Posted by paulius-st View Post
edges are twisted there. it might cause unwanted issues latter.
Thanks Paulius What cases might there be issues with the eyes? I was planning on having fixed buttons there, like with the Other Mother from Coraline (first post), so no deformations there (that is, from rigging to blink etc), and I'm assuming with game art/low poly stuff there shouldn't be any further auto smoothing (e.g. mesh smooth/turbosmooth) which might have been the cause of some issues?

Regardless, I'll clean it eventually; I just wanted basic everything blocked out first, but wanted to know (for learning reasons ) what issues it could cause
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Old 03-07-2011, 10:03 PM   #19
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in various cases it causes bad reflections, pinches, bad deformation when animating, bad smoothing and finaly for a pedant as i am it simply looks awfull. no offence.
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Old 03-07-2011, 10:07 PM   #20
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Originally Posted by paulius-st View Post
in various cases it causes bad reflections, pinches, bad deformation when animating, bad smoothing and finaly for a pedant as i am it simply looks awfull. no offence.
Thanks, ofc none taken - I asked so I could learn, not for you to lie Is this better or will I have to move the inner verts too? I wanted to leave them alone as they were evenly spaced from a cylinder; I know it's not going to matter too much as I'm not smoothing this, but still wanted them ready to add a button
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Last edited by timberwo7ves; 03-07-2011 at 10:13 PM.. Reason: changed pic. again :D
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Old 03-07-2011, 10:25 PM   #21
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here is a comparision of your eye topology. i thinki you'll get it . well they dont seem to be evenly spaced. in comparison i made a quick cylindrical eight sided topo to show a ideal placement. and in right is your topology. and in the middle it a little warp that shows how your edges flow. i hope it is understandeble . ofcourse its not wery bad where you are now but its good to know the right way for future.
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Old 03-07-2011, 10:26 PM   #22
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attachment

edit: that attachment wasn't there before? I'm not crazy am I?
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Old 03-07-2011, 10:31 PM   #23
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naaaaah, not crazy. as allways i post and forget to atatch a pic(damn my fast work habbits) . so after a minute i atatched the pic.
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Old 03-07-2011, 10:40 PM   #24
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lol haha good

I've attached (I'm sure ) another version, but it's very similar.. I deleted out the loop just outside the inner one and extruded out again so that it's evenly spaced around the initial octogon.

I still need to add a nose so I think I'll be adding another loop around the eyes anyway (or across the eyes), so I'm not too worried at this point til that's done. (A job for tomorrow as I'm starting to feel sick from too much Maya today haha)

Thanks for your help and advice everyone, I hope by next year at least I'll be able to reciprocate with some useful gems of my own
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Old 03-07-2011, 10:51 PM   #25
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now it looks better but why another loop for nose when you have enough geometry to start building it now? just extrude polygons . as for geting sick form maya - get use to it . modelers job is to sit and model for long hours. for egsample me - this whole month i'm modeling for straight 19-20 hours a day .
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Old 03-07-2011, 11:20 PM   #26
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If I was doing a regular high-res head, I would have added another eye loop so I could fill out the space and make the bridge of the nose more defined. Which of the two following should I continue with? Is there much difference between them, in terms of what could be done in the end? (awful sentence).

Which of the two would you continue with (no third option ), or would they not be much difference? Gosh, my ability to convey my thoughts has gone shot, how can you work 19 hours..

My plan is to add a bit more definition to the nose, and then try to continue into the neck as I've never done this before and don't want to take too many edges (I've succeeded with another hi res model in this respect, but I terminated so many edges at the back of her head, she'd better hope she doesn't ever lose her hair )
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Old 04-07-2011, 08:11 AM   #27
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in my opinion second one is better. i like how smooth is the transition fron forhead to the nose. it gives more style to your character than the first one. as for 19-20 hour work - the project i am participating in is a big scene and i am a lead modeler so i have to create some very detailed stuff. and the deadline is closing so you want it or not you have to work untill you pass out to make it in time. and allso i am a robot .
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Old 04-07-2011, 09:33 PM   #28
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crazy, I hope there's a lot of pizza during your 20 hour stints.

update on the base mesh. Going a bit slowly as erm.. I'm not very fast. sitting at 1.1k tris so far which gives me a better idea of the amount that 15k is I'll continue this as basically as I can and then start adding in detail, hopefully going back to do a super-low version too after the comps over.
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Old 06-07-2011, 10:25 PM   #29
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2.8k tris, need to add arms, hair, breasts and clothes, but may leave off the feet as I'm going to try and work the base of the piece into the legs somehow. Looking forward to start texturing it; I'm going to keep the model as lowpoly as I can - not looking to win, just looking to finish!
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Old 07-07-2011, 08:04 AM   #30
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coming along nice! i also like your attitude!

the only thing that pops at me is your approach on the head isnt neccessary all that bad. You should model it with the mouth closed and make sure that the anamtony is right. Right now it looks like someone scared the crap out of it, and the ears got pushed up from the scare. The stance is also really weird.
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