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Character Model - WIP

文章發表於 : 9日 4月 2006年, 20:09
darkElf
This is a Uni project, I'm responsible for modelling. The character is a Indian style Rajah (Warrior).

I modelled the base body, then model the clothes on top of the model. Some parts still haven't touch up yet. Feel free to give any comments. :)

<Front View>
圖檔

文章發表於 : 9日 4月 2006年, 21:04
leeho
:wink: good :!:

文章發表於 : 9日 4月 2006年, 22:36
darkElf
<Back View>
圖檔

文章發表於 : 10日 4月 2006年, 01:13
cheungcheung
兩條手臂可以高返d, 同埋d肌肉太sharp,肌肉上面有脂肪同皮膚包住,d肌肉唔會咁現。

走線都有些問題,例如patpat同大腿個連接位

文章發表於 : 10日 4月 2006年, 01:21
pazu
個model咁似 freedom of teach 個tutorial 既character http://www.freedom-of-teach.com

圖檔圖檔圖檔圖檔


除非你想做個"非常"肌肉人, 否則唔suggest你跟足黎做.

文章發表於 : 10日 4月 2006年, 02:40
darkElf
thanks for your comments cheungcheung

For "走線都有些問題,例如patpat同大腿個連接位", do u have more suggestion? As I'm not quite sure how it should looks.


Pazu - is truth that i modelled the character based on the tutorial. When i modelled the base character i found that problem as you mentioned.


thanks for comments, folks! :D

文章發表於 : 10日 4月 2006年, 03:13
pazu
唔洗客氣, 大家研究研究.:)
佢用既方法唔錯,主要都系extrude + spin quad + merge, (好多software都應該啱用), 個tutor用得好熟. tutor好似系曾經(現職?)o系ilm 既modeler
我o個時都系先跟個tuorial, 之後先慢慢再執番, 減番好多polygon同埋5,6星位.

文章發表於 : 10日 4月 2006年, 03:24
darkElf
yup, the extrude and spin is kind of amazing. but, it takes some time to catch the technique.

For the head modelling, i prefer spine cage (to draw the curve base on the edge loop). Box modelling looks complex for head. Which way you prefer?

文章發表於 : 10日 4月 2006年, 04:18
pazu
darkElf 寫:yup, the extrude and spin is kind of amazing. but, it takes some time to catch the technique.

For the head modelling, i prefer spine cage (to draw the curve base on the edge loop). Box modelling looks complex for head. Which way you prefer?



box modelling做頭,我就唔熟, spline就未試過. 我自己就perfer 呢種
http://www.little-tenderness.com/chimera.cgi?head=Head_Menu.html&tail=./04_Making/04_Making03.html
走線都容易控制d.

文章發表於 : 10日 4月 2006年, 07:03
darkElf
yup, i think that method can control the flow of the edge loop more effective. Nice tutorial, tks for share.

Btw, do u have any suggestion on high-res model rigging? When the model have many small parts on the clothes, how can i rig them properly?

Thanks!! :D

文章發表於 : 10日 4月 2006年, 08:48
pazu
好難三言兩語講曬, 最好都系睇tuorial.
如果簡單d講, 以我個人用lightwave一般做法, 都系離不開用set weight map. 跟住一邊試嚇郁嚇d bone, 一邊再執deform(model + weight map).

文章發表於 : 11日 4月 2006年, 21:09
darkElf
What is weight map in Lightwave? I'm using Maya, what's the convention term should be?

Is there anyone can provide some tips on rigging for high-res character in Maya?

Many Thanks!!

<Front view with clothes>
圖檔

文章發表於 : 11日 4月 2006年, 22:36
cheungcheung
darkElf 寫:As I'm not quite sure how it should looks.


點會呀...又唔系做乜野奇珍異獸...
搵d真人相參照,一定有幫助

個warrior...身材水桶了點, 要倒三角先好睇 :wink:

文章發表於 : 11日 4月 2006年, 22:53
cheungcheung
weight map in Lightwave 即系 skin weight in maya

文章發表於 : 12日 4月 2006年, 02:16
darkElf
cheungcheung 寫:
點會呀...又唔系做乜野奇珍異獸...
搵d真人相參照,一定有幫助

個warrior...身材水桶了點, 要倒三角先好睇 :wink:



Thanks for your advice and answer for skin weight. :D