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3 Dimensional Chat / Human Head (First Attempt)

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Hamish McHaggis
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Posted: 3rd Sep 2003 23:03
I spent the last two days modelling my first attempt at a human head avec Wings 3D. It's meant to be quite low poly, so that it might be used in a game situation. The texture is just a temporary job with Wings to make it look more human like (dispite the lack of pupils ).

C+C welcome, seeing as it's my first attempt I expect it to be far from perfect, so advice would be helpful.

402 Triangles

Smooth Shaded


Flat Shaded


Front View


Side orthogonal view


Brains are for idiots.

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Arrow
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Posted: 4th Sep 2003 00:22
The problem I see is that he has no cheek bones. Notice how big he forhead looks in the 3/4 persective? His eyes are little sunk into the head a little bit to, also that eye could be streched down just a wee bit. The bottom of the eye lobe should be even with the mouth. Over all you did a good job.


Teenage Male Geek + Female Remotly Interested in Common Geek Activities = Teenage Male Jackass
CattleRustler
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Posted: 4th Sep 2003 00:46
me thinks Arrow meant Ear-Lobe, not eye-lobe

-RUST-
Guyon
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Posted: 4th Sep 2003 08:02
Not many people could get such a nice head for there first attempt. I know people that have tired for years and never succeeded. Nicely done.
arras
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Posted: 4th Sep 2003 12:29
Not bad for firsth attempt. Have you been useing reference pictures?

Also there are few polygons you can save may be on few places.
And its better to start out from cube and not sphere...like that you would not have poles at the top and bottom of his head ...can save few polygons too
actarus
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Posted: 4th Sep 2003 16:37
Hammish:The poles thing is easily corrected within wing using Dissovle and Connect to make them quads but I'm sure you already know that.

Still eventhough I make most of my characters,especially hi polygon, using not even one triangle,realtime modeling needs much more efficiency and preparation than higher counts meshes do and that's where they(tris) come in handy but only in specific areas to localize your detail,stop edgeloops from propagating and make creases end.

Everyobdy wants to be loved,But no one loves everybody...
arras
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Posted: 4th Sep 2003 18:55
Quote: "Hammish:The poles thing is easily corrected within wing using Dissovle and Connect to make them quads but I'm sure you already know that."


taht will not solve the thing, at the end you will have your model broken in to the triangles in DB or DBpro, so you would have the same result like at the begining...
make cube, select it and pres S for split twice ...you will have nice round thing without poles. If its too much poly (for normal game I would say so) break cube in to the 3 parts in each dimension useing cut and conect comands, delete 4 wertices in the corners of cube and manualy adjust position of the others to fitt the round shape ...use scale and move comands to reach that...
actarus
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Posted: 4th Sep 2003 19:45 Edited at: 4th Sep 2003 19:54
-taht will not solve the thing, at the end you will have your model broken in to the triangles in DB or DBpro

What you just wrote makes no sense...

What I mean is,it WOULD make no sense to Dissolve those edges and re-Connect them in the same fashion,that's pretty obvious that they would take back their horrible pole shape at triangulation time,he needs to re-connect them as a vertical strip of quads that goes until the back head...

When the triangulation occurs,it will all be diagonally.


I suggest experimenting with quads first but I agree that starting with a smoothed cube(S shortcut mean Smooth not split) is better.


BTW:Technically,it is not DB that triangulates the model but rather the fact that the files are read/converted to a standard .x format which only supports triangles.

Everyobdy wants to be loved,But no one loves everybody...
actarus
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Posted: 4th Sep 2003 19:49 Edited at: 4th Sep 2003 19:51
Actually,the simplest solution in reorganizing those edges is;

1:Freeze the VM

2:Select one egde that's in the middle and make a Loop Select followed by a bevel....

3:Finally,go back on the top and correct the newly created tris by either dissolve and Connecting or by Collapsing edges.

PS@Hammish:You don't need to do all that because the poles will surely be covered with hair or a hat/helmet of some sort

Everyobdy wants to be loved,But no one loves everybody...
Hamish McHaggis
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Posted: 4th Sep 2003 20:44
Thanks for replying everyone.

@Arrow: I have corrected the ear-lobe thing, your right. I've tried to make the cheek bones more distinguished. The forehead is the right size I think, eyes are meant to be in the middle of the head. I tried moving the eyes forward, but it looks kind of weird, possibly it had something to do with the perspective. Thanks.

@Arras: No, I haven't been copying a specific person/picture of person, but I have been using my reflection and my brother to get the features in the right place.

@Arras and Actarus: Thanks for the advice on poles and cubes, I'll keep that in mind next time, and fix this one. I didn't think of using a smoothed cube.

Brains are for idiots.

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Hamish McHaggis
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Posted: 4th Sep 2003 21:03
Oh, Actarus, I'm not using a virtual mirror, dunno why I didn't notice that Wings had one long ago .

Brains are for idiots.

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Hamish McHaggis
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Posted: 4th Sep 2003 22:11
It's kind of awkward changing the face to be like you said (you meant like a sphere tipped over so the poles are where the ears are?) now that it's like that, so I tried and here is the result...



Brains are for idiots.

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actarus
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Posted: 4th Sep 2003 23:57 Edited at: 4th Sep 2003 23:58
I'm pretty sure he meant to create a cube and smooth it once or twice.

Like I said,it doesn't matter if you do it...


In fact,that was not even a good comment to make as there are many other much more harmful poles on all around the eyes and on the corner of the mouth.

The tophead tends to be quite inanimate in most people so no real correction should be applied

Basically,wherever you have more than 4 edges conected to a vertex,that's a pole and it's also called star patterns *

Poles are to watchout only if the area is to be deformed or to be Geometrically Smoothed other than that,they're no harm compared to N-gons.

Everyobdy wants to be loved,But no one loves everybody...
Hamish McHaggis
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Posted: 5th Sep 2003 00:13
OK. So it didn't really matter? Oh well. I know he meant smooth a cube twice, I was just asking whether he meant the head should be formed like a sphere on its side, which means the quads are lined up going around the x axis.

Thanks for the help about poles. So basically it CAN look odd and non-smooth if you have more than 4 lines converging at the same point. Gotcha .

Brains are for idiots.

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actarus
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Posted: 5th Sep 2003 00:20
heh

Everyobdy wants to be loved,But no one loves everybody...
arras
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Posted: 5th Sep 2003 11:46
actarus>>> OK I didnt understand you correctly then...

Hamish McHaggis>>> Starting out of smoothed cube can save you few polygons and advantage is that quads are not realy lined around one of the axis ...in fact some are lined around x some around y and rest around z axis...

Poles are allways giving you more detail (which means higher polycount) than your general level of simplification is ...on places like top of the head that's unvanted for sure.
arras
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Posted: 5th Sep 2003 11:50
And one more thing ...use real pictures for reference, that way you gona reach results twice better without need of improving your skill ...go to http://3d.sk/ or http://www.fineart.sk/ for good enough reference pictures. Use Photoshop or some other raster editor to adjust them to the shape you need...
actarus
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Posted: 5th Sep 2003 15:32 Edited at: 5th Sep 2003 15:33
-actarus>>> OK I didnt understand you correctly then...

lol Blame it on the net,me am no good at speaking english and probaby so do you.

Everyobdy wants to be loved,But no one loves everybody...
arras
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Posted: 5th Sep 2003 17:06
...you are french Canadien?
my english is OK but not great ...I know ...well on the other hand I dont care so much I just need that people understand me ...most of the time
actarus
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Posted: 5th Sep 2003 17:38 Edited at: 5th Sep 2003 17:45
Yes I'm french Canadian...In all humility,I've been one of the best in my english classes since 3rd grade(thanks to the transformers!),but there's always someone better than thou

Everyobdy wants to be loved,But no one loves everybody...

HEY!!! I'm the one who had 'Cyberspace' in his location on the older black forums,shame on you Rich j/k
actarus
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Posted: 5th Sep 2003 18:38
The great thing with Wings3D is that it has great tools but not just great modeling tools as you could make awesome models using only bevel and extrude...No,what's the beauty in it's workflow(I admit,shamely copied on Mirai's) is that you have alot of excellent Selection tools which without them,makes the user rely on storing selection sets for later use therefore the obligation of interfacing with the software which is an idea that Wings3D is passionately against.

This is the greatest advantage of working with it,when you get the hotkeys done as you like,or when you use RMB both menus and Hotkeys like me,your only focus will be on the mesh.

Everyobdy wants to be loved,But no one loves everybody...

HEY!!! I'm the one who had 'Cyberspace' in his location on the older black forums,shame on you Rich j/k
AlecM
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Posted: 8th Sep 2003 05:44
looks good but he has no jaw.

Goto http://www.shellshockede.com

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