So I'm Making My First Model
<div class="IPBDescription">Nothing related to NS, large images</div> So I decided to pick up modelling because I got my hands on the UT2k4 Special Edition and am watching the tutorials. I started on my marine and this is what I have so far, after about 30 minutes to an hour of work (hey, give me some slack, first model attempt)...
<img src='http://home.insightbb.com/~bghsurge/images/modelwip.jpg' border='0' alt='user posted image' />
You probably can't see anything...
<img src='http://home.insightbb.com/~bghsurge/images/art/marineref1.jpg' border='0' alt='user posted image' />
The front reference...
<img src='http://home.insightbb.com/~bghsurge/images/art/marineref2.jpg' border='0' alt='user posted image' />
Side Reference...
<img src='http://home.insightbb.com/~bghsurge/images/art/marineref2arm.jpg' border='0' alt='user posted image' />
....
<img src='http://home.insightbb.com/~bghsurge/images/art/marfcwip.jpg' border='0' alt='user posted image' />
Work in Progress.
I'm tweaking it a bit to try and make it look well before I start adding polys to make it well... not get concave polys. I'll probably wind up just using something to turn them into tris. So yeah. Any tips? It's still quite early, so I'll periodically update here when I get work done. Also, I suck texturing, so if you'd like to skin it once I'm done, stick around... Despite the fact it's unclear when I'll finish. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<img src='http://home.insightbb.com/~bghsurge/images/modelwip.jpg' border='0' alt='user posted image' />
You probably can't see anything...
<img src='http://home.insightbb.com/~bghsurge/images/art/marineref1.jpg' border='0' alt='user posted image' />
The front reference...
<img src='http://home.insightbb.com/~bghsurge/images/art/marineref2.jpg' border='0' alt='user posted image' />
Side Reference...
<img src='http://home.insightbb.com/~bghsurge/images/art/marineref2arm.jpg' border='0' alt='user posted image' />
....
<img src='http://home.insightbb.com/~bghsurge/images/art/marfcwip.jpg' border='0' alt='user posted image' />
Work in Progress.
I'm tweaking it a bit to try and make it look well before I start adding polys to make it well... not get concave polys. I'll probably wind up just using something to turn them into tris. So yeah. Any tips? It's still quite early, so I'll periodically update here when I get work done. Also, I suck texturing, so if you'd like to skin it once I'm done, stick around... Despite the fact it's unclear when I'll finish. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Comments
I'm not nerdy enough -- you said first model, and I was thinking model airplane or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<img src='http://home.insightbb.com/~bghsurge/images/modelwip4.gif' border='0' alt='user posted image' />
OMG you stole my joke Doom. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
god I remember one of those conversations
hilarious <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
anyway, looking very good, especially for first model. I cant talk seeing as I never made a model... but my first try would def be nowhere as good as that one. congrats!
god I remember one of those conversations
hilarious <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Uhhh.... huh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
5 1/2 knees?
god I remember one of those conversations
hilarious <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Uhhh.... huh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
5 1/2 knees? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Would you prefer 5 1/2 ears? Or perhaps 5 1/2 pe..... uh... mebbe I shouldn't go there.
Surge, I work in Maya a good bit and I'd have to recommend (if you want a VERY believable model) that you start off working in NURBS to get the general shape, move to polys for minor tweaking and joining the segments, then Sub-D for detail and final tweaks. Then take it back to polys for reduction/optimization, skeletal binding, and animation.
Allows you to have much smoother curves (even after reduction, they tend to be more believable than hand-created) and a more organic flow.
The down side is, you have to know how to swap from NURBS to polys, join 'em and seam 'em with as little work as possible, then fix any nonmanifold geometry before it'll allow you to take it to Sub-D. Which takes practice, and a LOT of isoparm/edge counting.
Surge, I work in Maya a good bit and I'd have to recommend (if you want a VERY believable model) that you start off working in NURBS to get the general shape, move to polys for minor tweaking and joining the segments, then Sub-D for detail and final tweaks. Then take it back to polys for reduction/optimization, skeletal binding, and animation.
Allows you to have much smoother curves (even after reduction, they tend to be more believable than hand-created) and a more organic flow.
The down side is, you have to know how to swap from NURBS to polys, join 'em and seam 'em with as little work as possible, then fix any nonmanifold geometry before it'll allow you to take it to Sub-D. Which takes practice, and a LOT of isoparm/edge counting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Oh, PLE used to have a huge giganto watermark over just about everything. Nice to see that they changed it.
I prefer to do the basics of a model in either sub-d or polygon, and then do all the refinements in polygon. It helps to keep your polycount at it's limit, and lets you get a feel for what the model's going to deform like when you're completely done.
Surge, I work in Maya a good bit and I'd have to recommend (if you want a VERY believable model) that you start off working in NURBS to get the general shape, move to polys for minor tweaking and joining the segments, then Sub-D for detail and final tweaks. Then take it back to polys for reduction/optimization, skeletal binding, and animation.
Allows you to have much smoother curves (even after reduction, they tend to be more believable than hand-created) and a more organic flow.
The down side is, you have to know how to swap from NURBS to polys, join 'em and seam 'em with as little work as possible, then fix any nonmanifold geometry before it'll allow you to take it to Sub-D. Which takes practice, and a LOT of isoparm/edge counting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
well...that completely depends on whether or not he's going to be making a game model or a high LOD model...looks more like he's trying for a game model to me.
Oh and thanks for the comments, guys. Also, I <b>did</b> start with concentric and sub-divided areas, btw. I split polygons up to make some details, like in the cloth on the arm. And Tycho, they have a Personal Learning edition for download, as well as on the Unreal Tournament 2004 sixth CD.
Here's the updated torso. I'm gonna move the **** <groin> (oh what the hell, I can't see cro-... eh) down a bit...
<img src='http://home.insightbb.com/~bghsurge/images/torsowip.gif' border='0' alt='user posted image' />
Here's the legs combined with the torso (mirrored). I'm gonna work on the **** <groin> (FFS....) area and fix up the legs a bit, soon, as they aren't finished, of course.
<img src='http://home.insightbb.com/~bghsurge/images/bodywip1.gif' border='0' alt='user posted image' />
Can we see a head though?
Here's a quick back-front shot after I've fixed up some stuff. As you can notice, there's a little problem with the connection when I mirror it, in the back, and I haven't finished the arse yet.
This is the last WIP shot with a man who is been decapitated. The next shot will be with the helmet... well, at least a work-in-progress of it. I may not start that today though.
otherwise vry good lol
Feel lucky... punk?
otherwise vry good lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's the cowboy pose... duuuh.
otherwise vry good lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's how you model people.
Great, great job for a first model! I have to check out these tutorials.