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Slave_zero
08-02-2008, 12:42 AM
Hey guys,

first of all, this is my first post on polycount. Some Information to myself. I'm a student of computer science and have nearly finished my master thesis. With a little experience in game business through internships and private projects. I'm going to use this thread to show some of my work and get some advice on the models I#m working on.

Lets start with the first one:
ATM I'm practicing in headmodeling. Basicly I'm working on a base-mesh to use it for sculpting in mudbox.

I'd like to have some comments on the base-mesh. I hope for some suggestions. Atm it has about 2700 Tris. This may be a bit much but, I'm interested in your opinion.

http://http://www1.inf.tu-dresden.de/%7Es3208766/polycount/head.jpghttp://www1.inf.tu-dresden.de/%7Es3208766/polycount/head.jpg

At the end there are some questions left :

Is it better to include a model of the ear in the base-mesh or just use a seperate model for sculpting?


Thank you in advance.

Kawe
08-02-2008, 01:47 AM
Check this thread: http://boards.polycount.net/showthread.php?t=54770

Slave_zero
08-25-2008, 06:19 AM
OK finally I managed to get over the model.

I corrected some loops and adjusted the proportions.

@ Kawe: Tanks or the link, it's still very helpfull.

So here are the latest pics:

Wireframe:

http://www1.inf.tu-dresden.de/%7Es3208766/polycount/head_low_wire.jpg

without wireframe ;)
http://www1.inf.tu-dresden.de/%7Es3208766/polycount/head_low_nm2.jpg

and the mudbox highpoly model.

http://www1.inf.tu-dresden.de/%7Es3208766/polycount/head_mudbox.jpg



A friend of mine already told me about the ears being placed incorrect and the eye corners aren't at the same height as they are supposed to be.
Looking forward for more suggestions.

Rick Stirling
08-25-2008, 08:52 AM
You can't simply project the ears onto the base mesh like that - you'll need some low poly ear geometry.

Could you also post a close up of the corner of your low poly mouth? It looks like you are terminating a lot of loops into triangles there when you really want to keep the quad loops and turn them inside the mouth.

Slave_zero
08-25-2008, 10:05 AM
thanks for the reply. I actually have a simple geometry for the ear. I used it in the high-polymodel. Up to now its not combined into the low poly mesh. But I'll do that soon.


Here ist the picture of the mouth area:

http://www1.inf.tu-dresden.de/%7Es3208766/polycount/head_mouth.jpg

Rick Stirling
08-25-2008, 10:07 AM
Thought so - DON'T terminate those loops there, keep them quad loops and push them inside the mouth. The mouth doesn't really get thinner at the corners, it turns in itself (it twists about 90 degrees) and the upper lip rests on the lower lip.