Oko 3D - The Revengening

Started by MoodyBlues, Mon 12/05/2008 05:08:31

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MoodyBlues




Remember Oko Bokog from last year?  I've redone him in 3D using Anim8tor.  Since this is my first humanoid mesh and I'm no anatomy expert, I'd appreciate your feedback.  (Especially with his boo-tay; I'm not sure how to fix it.)
Atapi - A Fantasy Adventure
Now available!: http://www.afwcon.org/

Captain Lexington

He looks pretty structurally sound.

His legs seems a little off, but maybe I've been doing it wrong all this time.

Smack on some subsurf and he'd be usable in game.

And also don't use anim8or. ;)

Brian O.

your but structure is sound, but the legs could use one or two more polys around, and a better knee structure, to facilitate bending.  Look at examples of other models for this, as it can be a little tricky.  This goes for the elbows as well.  focus extra polys at the joints.

Buckethead

Quote from: MoodyBlues on Mon 12/05/2008 05:08:31

  Since this is my first humanoid mesh and I'm no anatomy expert.

Don't worry everyone needs to start somewhere. Just find some information about human anatomy. Your model is very messy in places. First off, if you are doing an organic model like this you should only use quads, no triangles. Unless there's really no other way. This should solve some of your smoothing errors. I could give you some tutorials on head modeling. They just cover the head but alot of it applies to any organic model. I'm sure it would help you loads.

http://cg-india.com/tutorials/3dsmax_tutorials_organic_modeling.html

You also seem to have some stretched textures in places. I'm not sure if anim8or has any good tools for UV unwrapping but it looks a little messy right now.

Btw, if you are working from a concept sketch. Try drawing in lines of where the edge loops should be.

And don't be afraid to spend some extra detail in places. The model looks quite blocky.

Good luck!

InCreator

Quite good. I like how you managed to get a nice figure with so low polycount.
I'll point out some shortcomings:

* Not enough polys in crotch area
* A bit more on chest area would do good
* Way too much polys on head, especially neck and jaw. Why? It's not like they add detail or anything
* Doing a low poly character, defining and cutting eyes into head is quite pointless. I'd use texture for this.
* Overall, I'd reduce polys on head about 3 times. Head kind of looks out of place, considering other geometry.
* Boots (soles? english?) are at angle. When human stands like this, his feet still do connect to ground nicely. A bit of rotation would help.

MoodyBlues

Quote from: Brian O. on Mon 12/05/2008 06:08:20
your but structure is sound, but the legs could use one or two more polys around, and a better knee structure, to facilitate bending.  Look at examples of other models for this, as it can be a little tricky.  This goes for the elbows as well.  focus extra polys at the joints.

That probably explains why I had so much trouble rigging the model; the poor guy's legs stretched all over the place when I tried to pose him.

Thanks for the great advice, everyone.  I'll make some changes and post the results later.
Atapi - A Fantasy Adventure
Now available!: http://www.afwcon.org/

Theme

Hi, I suggest you to research topology of 3d characters for animation. For better a animation, bending and rigging.


(from http://bellorum.50webs.com/tut_head_01.html)

The face must follow a basic edge flow for the animation to look better. There is a lot of tutorials on the internet on how to model faces,
and Buckethead point others things like not to use triangles in areas that are going to deform too much.
You can also change the topology of the character using a program like zbrush.

o/

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