Login    Forum    Register    Members   Search    FAQ

Board index » Development » Art


Image Image Image



Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: Lowpoly Human Model
 Post Posted: Sat Jul 17, 2010 6:23 pm 
Offline
User avatar

Joined: Tue Sep 23, 2008 7:55 pm
Posts: 275
I've been trying my hand at human modeling lately. This is the 4th major revision of my human model. I'm aiming for low-poly, similar to an MMO-style poly budget. This model comes in between 900 and 1000 faces.

Please comment and critique!



_________________
"Blessed is the one whose way is blameless, who walks in the law of the Lord"
Psalm 119:1


Top 
 Profile  
 
 Post subject: Re: Lowpoly Human Model
 Post Posted: Sat Jul 17, 2010 7:24 pm 
Offline
User avatar

Joined: Tue Dec 02, 2008 9:02 am
Posts: 456
1. That's a pretty good human model, if you're going for a realistic looking person

2. If you were doing modeling for super-heroes (ahem!) or some such game requiring heroic proportions, this wouldn't work for the main guy. That's not a criticism, because I think you did a great job, it's just an observation. Good thing to look at are Bruce Timm's heroes in the DC Animated Universe. The best books to read on this sort of thing (at least just doing heroic figures and dynamic drawing) are "The Marvel Comics Way to Draw" by Stan Lee & John Buscema (which is about, basically, Jack Kirby's way to draw, which was taught to the early Marvel crew, including Buscema), and "Dynamic Figure Drawing" by Burne Hogarth, the guy who drew Tarzan for years, and inspired nearly every comic book and sci fi/fantasy artist going.

3. Finally, and I really need to ask this, given some recent conversations, how much would you charge for making models for somebody's game, like... mine, for instance?

_________________
Then said Jesus unto the twelve, "Will ye also go away?" Then Simon Peter answered Him, "Lord, to whom shall we go? Thou hast the words of eternal life. And we believe and are sure that Thou art that Christ, the Son of the Living God." John 6:67-69


Top 
 Profile  
 
 Post subject: Re: Lowpoly Human Model
 Post Posted: Sat Jul 17, 2010 7:41 pm 
Offline
User avatar

Joined: Fri Sep 19, 2008 10:40 pm
Posts: 217
Location: Australia
Hey, looking good. There are a few spots that annoy me though, I just gave it a quick sketch over, with some notes that I think needs to be changed, it looks good in the middle picture, most of the curves, though looking direct on and side ways a bit out of whack. Mine fixes ain't perfect, and in some of my corrections I feel that it still looks wrong, so it would be wise for you to reference back to this photo for more accuracy.

Image

Also might just be the way it was rendered which is why it looks a little flat front on, I dunno. I appologize if my corrections seem a bit vague, or actually wrong, I might have a better go later on, but right now my time is limited, (Actually I'm procrastinating from homework :} )

Anyway, here's my attempt

Image

Image

Here is a low poly human model I found which I like to reference, though I sub-surfed it in this pic for the sake of sketching over, so it's actually made it a little thin at points, but it's rather good for curves, though maybe a bit more comic like.

Image

And here's the original in .obj low poly.
http://rapidshare.com/files/407543191/b ... n_toes.obj

_________________
The Eyes are a mirror of the soul.
http://theshiftingshard.blogspot.com/


Top 
 Profile  
 
 Post subject: Re: Lowpoly Human Model
 Post Posted: Sat Jul 17, 2010 8:55 pm 
Offline
User avatar

Joined: Tue Sep 23, 2008 7:55 pm
Posts: 275
You guys are awesome! SO much more helpful than the people over at BlenderArtists :D

@RRO:

1. Thanks a lot, man, I really appreciate it.

2. I agree about him not being at all idealized, he's a pretty standard person. I figured the best thing to do was get good geometry based on the real anatomy, and then I can move on to changing/exaggerating things as I see fit.

3. Um...good question. Check your PMs.

@Blacko: thanks so much; honestly, I sort of had you in mind when I asked for critique :D I really look up to you as an artist. Thanks for your detailed response - that's got to be one of the most productive homework procrastinations I've seen :lol: All of your changes look spot-on and I will tweak the model tomorrow. I know what you mean about some of the model still looking "flat" - I think a lot of it has to do with his lock-legged pose I have him in right now. I tried modeling him with his arms at his sides (based on the anatomical drawings I was using) but I just couldn't get a feel for how it actually looked when he was in that pose. The model that you posted is a much better pose because it shows so much more form.

If anyone else has any comments, please, share them.

~Kukanani

_________________
"Blessed is the one whose way is blameless, who walks in the law of the Lord"
Psalm 119:1


Top 
 Profile  
 
 Post subject: Re: Lowpoly Human Model
 Post Posted: Sat Jul 17, 2010 9:03 pm 
Offline
Assistant Site Admin
User avatar

Joined: Sun Dec 16, 2007 8:37 am
Posts: 1578
Did you model from a reference picture, or from memory?

_________________
""

._Image


Top 
 Profile  
 
 Post subject: Re: Lowpoly Human Model
 Post Posted: Sat Jul 17, 2010 10:31 pm 
Offline
User avatar

Joined: Sun Dec 16, 2007 5:57 pm
Posts: 734
Location: Canada
If your going to use armatures(bones) then its usually best to have all the joints bent when modeling. I know its hard as most reference pictures aren't bent like that, but it does help keep things looking good through the movements.

It looks good. If you update it, be sure to post some pics.


Top 
 Profile  
 
 Post subject: Re: Lowpoly Human Model
 Post Posted: Sun Aug 01, 2010 8:03 pm 
Offline
User avatar

Joined: Tue Sep 23, 2008 7:55 pm
Posts: 275
@HanClinto: I used a reference drawing. Turns out it wasn't a very good one =P

@PFC: Yeah, I realized that the joints should be bent after I started modeling. :(

I have done a lot of work since the last screenshots. Turned out it was very hard to judge proportions etc. when his legs were so straight, so I redid the legs. Then I had some work to do to make the model ready to drop into my game (well, I still have work to do =) ). I filled out his joints so it looked like he was wearing clothing instead of being naked, then I textured and added hair. This is for an MMO-style project so the features have to be interchangeable. That means that his hairstyles, eyebrows, and clothing must be perfectly unwrapped, textured, and modeled to allow for seamless switching. It was tough but I think I finally got something that works.

Then I had to make a female variation and that's where it got gnarly. The face in particular is throwing me off, plus the fact that I have to make two different skin color variations.

Two Blender internal renders (lousy quality, real model is slightly better). One of full male model textured, and one close-up on the upper half of a white guy and black girl...

Image

Image

...ugh...still trying to stop the woman from looking like a man...

Also I'm trying to figure out if I will be able to use the same skeleton/animations for the male and female models...probably not.

_________________
"Blessed is the one whose way is blameless, who walks in the law of the Lord"
Psalm 119:1


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 7 posts ] 

Board index » Development » Art


Who is online

Users browsing this forum: No registered users and 1 guest

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to: