Monday, October 25, 2010
Dominance War Winner
Check out the link to the Dominance War winner on gameartisans.org...
Link
Then, check out some of his hard surface modeling videos on youtube!
http://www.youtube.com/watch?v=epqUf2SI3kw
Link
Then, check out some of his hard surface modeling videos on youtube!
http://www.youtube.com/watch?v=epqUf2SI3kw
More great character models
http://forums.cgsociety.org/showthread.php?f=121&t=917571&page=1&pp=15
http://forums.cgsociety.org/showthread.php?s=&threadid=926029&utm_medium=plugblock&utm_source=cgtalk
http://forums.cgsociety.org/showthread.php?f=121&t=443322
http://forums.cgsociety.org/showthread.php?f=121&t=761402
http://forums.cgsociety.org/showthread.php?f=121&t=320773
http://forums.cgsociety.org/showthread.php?f=121&t=830221
http://forums.cgsociety.org/showthread.php?s=&threadid=926029&utm_medium=plugblock&utm_source=cgtalk
http://forums.cgsociety.org/showthread.php?f=121&t=443322
http://forums.cgsociety.org/showthread.php?f=121&t=761402
http://forums.cgsociety.org/showthread.php?f=121&t=320773
http://forums.cgsociety.org/showthread.php?f=121&t=830221
Monday, October 18, 2010
Breeze of the Pat - Architectural Post
Here's a great link to a behind the scenes breakdown of the CG artwork "Breeze of the Past"
While this piece is not directly character-related, the research done by the artist provides the piece with very solid, believeable grounding. The room itself almost becomes a character.
Link
While this piece is not directly character-related, the research done by the artist provides the piece with very solid, believeable grounding. The room itself almost becomes a character.
Link
Complex Characters
Below are several links to excellent examples of complex character models. While not all of the models are 100% photorealistsic, the details and subtle complexities create a more believable character model.
Don Quixote
Kaziu
Don Quixote
Kaziu
Monday, October 11, 2010
Monday, October 4, 2010
Character Modeling Principles
- Model around the origin
- Use polygons or subdivision surfaces primarily.
- Break down complex shapes into simple ones
- Add detail where needed with good reason. Less shape change, less detail. More shape change, more detail.
- Try to keep all faces 4 sided.
- Try not to drastically stretch faces.
- Understand how smoothing works.
- Model complex, organic, symmetrical shapes asymmetrically and merge later.
- Use topography to support muscle structure and planned deformations.
Sunday, October 3, 2010
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