I'd also like to chip in and say how I think the upper half of the model seems pretty well defined.
Here's a picture from a model that I found somewhere which has a pretty solid topology; pay attention to how every polygon helps to define the hip bones and abdominal muscles:
Hidden/Spoiler:
EDIT:
And here's a picture of a female character that uses less polygons on the hips than yours did, but still has a better defined body:
Hidden/Spoiler:
These pictures are, of course, not a way of me telling you how you should make your model. However, if you keep these examples in memory as your building your next model, you'll automatically improve your end result.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Apr 04, 2011 12:23 pm
by THEWULFMAN
Hidden/Spoiler:
[quote="ANDEWEGET"]Trying to give some constructive advice, enjoy :
What you have:
Good polyusage on the arms, face and boots. Good texture, UV isnt bad either(cant really judge it).
Horrible poly usage on the thighs and torso(30-50% of your polies dont add to your shape, and thats the job of polygons, defining the shape).
What you could do to improve your model:
Cut down on polyspam.
Use your polyspam to shape the model(shoulders, breast and abdomen area). Right now its just a scaled cylinder(or seems to be). If you look at the series, although she's rather skinny, she has an adult-like developed female body. Try to incorporate that into your model by using your polies to actually form shapes(its soo hard to explain; right side of the brain sadly cant talk in words[brain science is very interesting, really]); I dont mean oversized breasts or anything by that. Go and look at some other female 3D models on the web and use their polyusage/polyflow as reference for yours.
12 Sides are enough for arms and thighs(next-gen/current-gen FPS models usually use 8-12, more are only used for "special" extremities[nanosuit armor for example, armor in general]). I used 12 sides for all extremities on my TCW trooper, I dont see any reason to add more(neither makes it noticeable rounder nor better in any other way[might even be more difficult to UV edit]); Id like to know if you have one though. Use those polies on places which could need it.
=> Cut down on polyspam and use your polies to define the shape. Even if you dont want to edit this model, keep it in mind for the next model, usually worth it.[/quote]
I wont say alot about this since Labj would need to hear it more than me. I don't mind constructive criticism. But I don't get the obsession of these super efficient models you seem to want. Believe me, I am a huge fan of your work, namely the TCW trooper (which reminds me....).
Anakin wrote:can you show an reference
Here ya go
Hidden/Spoiler:
Lephenix wrote:It looks very good . The topology/anatomy looks wrong. And it is isn't the 1st Padme for swbf/swbf2 , Manderek already did one .
News to me
FragMe! wrote:Very nice looking Padme, the one thing I'd like to add along with what the others have said is have you enveloped the model yet? If you have how well do the elbows and knees deform, it looks to me there would be a sharp transition when it bends, you might need some more geometry there, could just be me though.
I will inform the enveloping team of your advice when they get started. Thanks.
Hidden/Spoiler:
[hide][quote="mswf"]I'd also like to chip in and say how I think the upper half of the model seems pretty well defined.
Here's a picture from a model that I found somewhere which has a pretty solid topology; pay attention to how every polygon helps to define the hip bones and abdominal muscles:
[hide]
EDIT:
And here's a picture of a female character that uses less polygons on the hips than yours did, but still has a better defined body:
Hidden/Spoiler:
These pictures are, of course, not a way of me telling you how you should make your model. However, if you keep these examples in memory as your building your next model, you'll automatically improve your end result.[/quote][/Hide]
We appreciate your advice, however I am happy with this model. Since I am the "employer", and I am pleased with the result(other than her neck/collar).
I do believe that is the most important thing. That, and Labj is happy with it. That may be even more important.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Apr 04, 2011 1:17 pm
by VF501
I wont say alot about this since Labj would need to hear it more than me. I don't mind constructive criticism. But I don't get the obsession of these super efficient models you seem to want. Believe me, I am a huge fan of your work, namely the TCW trooper (which reminds me....).
It's not a matter of being obsessed with super-efficient models. It's a matter of being a better artist and pushing one self to do better. Good edge-flow and good use of polygons makes the model better, and makes doing the final work on it easier. Wasted, unneeded polygons make UV mapping, and enveloping much harder than it has to be. Efficiency is about making it easier and cleaner.
The newbie mistake allot of starting modelers make is starting with shapes at a high sub-division level. They don't start from the most basic shapes and define the object from there. They think "oh add more polygons, it'll look better" without going through the fundamental build up from general shapes to detailed mesh.
A good 3D artist is satisfied once they match their reference and have a close enough approximation. A great 3D artist is never satisfied and always wants to improve their work.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Apr 04, 2011 2:24 pm
by ANDEWEGET
Moving two vertexes to edit a shape is easier than moving 10, thats my point. By adding more polygons than needed will make further changes more difficult and it wont even add to the models quality.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Apr 04, 2011 3:14 pm
by VF501
Now for something a bit more on topic.
Modular Wall Panels for a Civilian area. Still WIP, working out the diffuse, specular maps and other details. Separate odds and ends will be modeled to add detail were desired. Fairly boring stuff so far.
3 different panels. Still need to make more variations and corner pieces.
Hidden/Spoiler:
Wires
Hidden/Spoiler:
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Apr 04, 2011 6:11 pm
by bamdur123
@Fragme. I added some Triangles near the elbows for easy deforming when its time to envolope.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Apr 04, 2011 11:15 pm
by Labj
ANDEWEGET wrote:Trying to give some constructive advice, enjoy :
What you have:
Good polyusage on the arms, face and boots. Good texture, UV isnt bad either(cant really judge it).
Horrible poly usage on the thighs and torso(30-50% of your polies dont add to your shape, and thats the job of polygons, defining the shape).
What you could do to improve your model:
Cut down on polyspam.
Use your polyspam to shape the model(shoulders, breast and abdomen area). Right now its just a scaled cylinder(or seems to be). If you look at the series, although she's rather skinny, she has an adult-like developed female body. Try to incorporate that into your model by using your polies to actually form shapes(its soo hard to explain; right side of the brain sadly cant talk in words[brain science is very interesting, really]); I dont mean oversized breasts or anything by that. Go and look at some other female 3D models on the web and use their polyusage/polyflow as reference for yours.
12 Sides are enough for arms and thighs(next-gen/current-gen FPS models usually use 8-12, more are only used for "special" extremities[nanosuit armor for example, armor in general]). I used 12 sides for all extremities on my TCW trooper, I dont see any reason to add more(neither makes it noticeable rounder nor better in any other way[might even be more difficult to UV edit]); Id like to know if you have one though. Use those polies on places which could need it.
=> Cut down on polyspam and use your polies to define the shape. Even if you dont want to edit this model, keep it in mind for the next model, usually worth it.
Well, since i took the screenshot in a very bad angel, i will show you another, where you can see the shape:
Hidden/Spoiler:
In the pic i posted before it looked kinda plain.
There isnt so much"polyspam" on the torso, all polys give shape, its jut hard to see on the pics, the abdome isnt even plain, probably if we ever release it you will see it better.
BTW, the back doesnt looks very human, because the vest is not stuck at the body.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Apr 04, 2011 11:31 pm
by THEWULFMAN
Hidden/Spoiler:
Yay her neck is fixed.! She will be a great asset to any map I ashamed I said that....
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 2:47 am
by MandeRek
Well, aren't these some ackward droid-units :S
Hidden/Spoiler:
And before you start wondering.. YES, there will be more.
''Gotta catc.. uhm, model 'm all?!''
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 2:53 am
by THEWULFMAN
MandeRek wrote:Well, aren't these some ackward droid-units :S
Hidden/Spoiler:
And before you start wondering.. YES, there will be more.
''Gotta catc.. uhm, model 'm all?!''
Sweet, nice models. And a good couple to start with
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 1:26 pm
by Lephenix
Labj wrote:Well, since i took the screenshot in a very bad angel, i will show you another, where you can see the shape:
Hidden/Spoiler:
In the pic i posted before it looked kinda plain.
There isnt so much"polyspam" on the torso, all polys give shape, its jut hard to see on the pics, the abdome isnt even plain, probably if we ever release it you will see it better.
BTW, the back doesnt looks very human, because the vest is not stuck at the body.
It is much better , a nice adjustement .
MandeRek wrote:Well, aren't these some ackward droid-units :S
Hidden/Spoiler:
And before you start wondering.. YES, there will be more.
''Gotta catc.. uhm, model 'm all?!''
Nice Pokemon .
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 1:28 pm
by THEWULFMAN
Lephenix wrote:
Labj wrote:Well, since i took the screenshot in a very bad angel, i will show you another, where you can see the shape:
Hidden/Spoiler:
In the pic i posted before it looked kinda plain.
There isnt so much"polyspam" on the torso, all polys give shape, its jut hard to see on the pics, the abdome isnt even plain, probably if we ever release it you will see it better.
BTW, the back doesnt looks very human, because the vest is not stuck at the body.
It is much better , a nice adjustement .
uh, There is no adjustment, other than a tiny one to the neck. Its just a different angle....
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 1:29 pm
by Lephenix
There's an ajustement , we see it on the wireframes , she was flat .
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 1:31 pm
by THEWULFMAN
Lephenix wrote:There's an ajustement , we see it on the wireframes , she was flat .
No, there was not. Believe me, I WOULD know, considering I am one of the makers of this model.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 1:44 pm
by Lephenix
Btw , that's nice VF501 .
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 4:39 pm
by ANDEWEGET
You mix up "adding to the shape" with "making it rounder". Adding to the shape means that it actually makes a real and noticeable difference on the shaded and textured models shape. Go and delete maybe every second loop and see how it changes the models silhouette. Maybe look at the upper part of the tree I post(ed), its not 100% right, but theres maybe 2 or 3 unnecessary polies(on the upper part of the tree); its at 951 tris. If you look at the face(s) you see that I do use a lot of polies and its definitely not uber optimized, but all of them contribute to the faces shape and silhouette. And its a face, faces are the most "polydense" parts of current and next gen models, maybe about 1 fifth to 1 third of the whole polybudget of the(for current FPS characters) usual 10k tris(the tree-face is at 1627 tris, the rock-face at about 1k). Its definitely not perfect but compare it to your model, you will see that theres still a lot to improve. Oh and human bodys wont usually stand 100% straight, they usually have a slight curve/bend. Ill go with the flow and post just another constructive sentence, if a human doesnt look human, there is something wrong; even if the jacket doesnt stick to the body it wont bulge out like that, it will either curve and the lowest point will be furthest away from the body or it goes with the body but still has some buffer space inbetween. Thats enough for all of us, have fun, I had mine. ;P I just try to give constructive advice, this sort of advice usually has some negative sound to it, but its meant good.
Hidden/Spoiler:
Used a rather new/different workflow to what I usually used. I skipped creating the basemesh in XSI and created the basemesh with ZSpheres in ZBrush, was a lot more fun(and maybe even faster), then sculpted using layers and alphas the first time. Then Retopo in TopoGun and UVing in XSI. Baked down normal and ambient occlusion maps and then imported everything into UDK. Only normalmap and the ao map in the diffuse slot.
Its 5455 Tris on the whole model, still WIP.
Big pictures!
Hidden/Spoiler:
There are still loads of shading/seam problems on the tree.
And another wireframe:
Hidden/Spoiler:
Comments?
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 4:51 pm
by DarthD.U.C.K.
that looks utterly awesome!
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 5:07 pm
by bamdur123
:O wow amazing
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Apr 05, 2011 7:45 pm
by Labj
@Lephenix: since it looks like you dont believe Wulf, here are all the stages of the modeling, starting when i first gave shape to the torso model, and finishing before i added the head:
Hidden/Spoiler:
You can see how it has been curved from the beginning.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Wed Apr 06, 2011 4:11 am
by MandeRek
My favourite Pokémon and the platform it's all gonna be taking place on. Please note, that all of these models still need an Occl. map applied: I just finished the UVs (on a blank texture.)