Lets Play a Game

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
Lonesome Ducky
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Post by Lonesome Ducky »

While I agree there are definitely things he needs to learn, the are a lot more constructive ways of giving criticism. Why not tell the exact problems you have with the model and maybe link him to some helpful articles?
Virion
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Post by Virion »

it's too early for you to create the high poly version. you should concentrate on perfecting the low poly model and follow the human topology (if you need any tutorials on this please pm me).
lostclimategames
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Post by lostclimategames »

ok, even though I said that I wasn't trying to be mean about it, and that it was a simple critique, apparently internet context messed up the appeared intent. so in order to be helpful (since apparently saying what you need to work on is mean and not helpful....) I've redlined your model to show you what virion meant by topology.
Image

notice how the polys flow much better and block out the musculature of the face a little better, this helps with animation and gets almost all of the jaggedness while keeping it low poly. not only that it will be much better lit in whatever engine you put it in.the mesh will flow better and it will be easier to fill in spots and move verts to a position to make the likeness to Obama better. (for instance look at the cheeks, with your current model you dont have a setup to move them out as far as they need to be to match his cheekbones.

Hopefully thats more helpful. but I am telling you that when getting into the digital art field you need thicker skin. If you posted that on any modeling site people might say good try, but they will also tell you everything you need to do to make it better and the intent isnt to make you look bad. It's to help you grow as a modeler.

Also with blender when exporting models with subsurf you have to apply it but you shouldnt do that because the models in a game engine should be low poly and not subdivided.

Hope that is a little better for you.


EDIT: forgot to mention the blue parts are parts that show off the problem with your current method.
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Virion
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Post by Virion »

because the topology is based on human muscles structure and arrangement, therefore it will also prevent any sort of problems when animate your model.
Alpha Omega
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Post by Alpha Omega »

That was very helpful with the illustration lostclimategames. Obviously I was wrong and you truely did want to help in the beginning, that was my bad. I wanted to make the high poly version and load it as a normal map onto the low poly but I tried and no luck. I can successfully load a normal map on a plane that can be easily UV unwrapped but the high low poly model didn't add any bit of detail. This method of edge flow should make it easier to UV unwrap right?

Ill try to remodel this and see if I can apply these techniques. Thanks.
lostclimategames
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Post by lostclimategames »

it should make unwrapping it easier, yes, and the high poly model will look much cleaner because the parts that smooth out will all be in the proper areas of the face.
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