Author Topic: Harle 3D mesh  (Read 3932 times)

Schala Zeal

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Re: Harle 3D mesh
« Reply #15 on: August 06, 2013, 08:24:15 pm »
Some goodies

http://p3d.in/uT6Iq (site damaged the eyeballs it looks like)
http://p3d.in/X5pZX
http://p3d.in/9AsLe
http://p3d.in/MgagI

stingrayiii

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Re: Harle 3D mesh
« Reply #16 on: August 07, 2013, 06:41:52 pm »
Kneesocks is solid. Looks great.

Schala Zeal

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Re: Harle 3D mesh
« Reply #17 on: August 08, 2013, 04:11:13 am »
My problem is that without character sheets, I'm not that great modeling characters.

Schala Zeal

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Re: Harle 3D mesh
« Reply #18 on: August 09, 2013, 06:18:08 pm »
Alright, last night I successfully completed my first 3D model designed for games. I learned triangles are encouraged for game models, whereas quads are encouraged for high res animation.


« Last Edit: August 10, 2013, 01:30:39 am by Schala Zeal »

tushantin

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Re: Harle 3D mesh
« Reply #19 on: August 12, 2013, 02:59:19 pm »
Just a friendly tip, SZ.

See those vertices along the edges? Try to align them in smooth curves, like this, from all perspectives -- front, side and top -- horizontally and vertically.

The reason behind this is that, following these principles, you're likely to get a smoother, better and more accurate representation of the reference image.  :)

If it helps, always try drawing the edges on paper with a pen, so you can figure out where to apply it digitally.
« Last Edit: August 12, 2013, 03:00:56 pm by tushantin »

Schala Zeal

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Re: Harle 3D mesh
« Reply #20 on: August 15, 2013, 06:58:02 am »
Anime anatomy is obtuse though, and hard to map out.

tushantin

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Re: Harle 3D mesh
« Reply #21 on: August 15, 2013, 02:40:41 pm »
Anime anatomy is obtuse though, and hard to map out.
I agree. But you can be imaginative here, and not be bound to the image reference strictly. Appleseed: Ex-Machina is an excellent example of what i mean here, because even those models follow the same principles: smooth vertices and edges. If the lines go haywire in the wireframe, it's gonna result in some crooked models with bumpy surfaces. XD

Schala Zeal

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Re: Harle 3D mesh
« Reply #22 on: August 15, 2013, 07:47:43 pm »
I'm wondering if it'd just be more efficient to shape a subdiv-smoothed cube.

tushantin

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Re: Harle 3D mesh
« Reply #23 on: August 16, 2013, 02:52:11 am »
I'm wondering if it'd just be more efficient to shape a subdiv-smoothed cube.
You can, yes! But the principles I mentioned apply there too. That's because the passive vertices in the subdivs depend on the active vertices that you normally manipulate in order to maintain their form.

Hmm, I could try screencasting for you if you like, though I'm not sure if my computer is very good at doing so. Where's your model again where I can download?

Schala Zeal

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Re: Harle 3D mesh
« Reply #24 on: August 16, 2013, 05:15:29 am »
I got stumped when I got to the forehead, unfortunately.


tushantin

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Re: Harle 3D mesh
« Reply #25 on: August 16, 2013, 10:25:44 am »
Hmm! Rather than create faces individually, did you try modelling with a subdivided cube (which should, technically, become sufficiently rounded to work with)? That should help you model faster and better, because you already have a good structure to work with.

Schala Zeal

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Re: Harle 3D mesh
« Reply #26 on: August 16, 2013, 02:28:44 pm »
I could try again, but when I did it yesterday, it made me cringe a bit.

Schala Zeal

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Re: Harle 3D mesh
« Reply #27 on: August 31, 2013, 08:55:21 pm »
I continued with what you saw in the last screencap. Since this is meant to be low poly I used tris to close off loops that would've made it complicated to work with. I tried smoothing the edges as best I could so she wouldn't have any sharp edges. Also: no ngons, tris, or 6+-sided junctions.

« Last Edit: September 01, 2013, 07:40:27 am by Schala Zeal »