jfrasier Posted June 20, 2006 Posted June 20, 2006 hey everyone, I just wanted to post my first model in AM, and get your opinions. This is going to be a surfer character in a :30 second commercial south park like spot. So I will be exporting out to 2D. It took me roughly 3 days of frustration to learn the finer points of modeling in splines, but once you get used to it....well it is great. This model was made freehand, no rotoscoping. I do have a character sketch I am going by but since it is a simple toon, I didnt want to roto it. I started this around 10am yesterday and this is what I have so far. I have to confess, I hijacked the hands from another model, I just dont have time to model hands lol. So I would love to hear your input. I still have to clean up some lines, but it is a pretty clean spline. No dangling threads. Thanks all, JF Quote
KenH Posted June 20, 2006 Posted June 20, 2006 Excellent first attempt. Let us see the splines for further analysis. Quote
jfrasier Posted June 20, 2006 Author Posted June 20, 2006 Excellent first attempt. Let us see the splines for further analysis. Here they are. Quote
Hash Fellow robcat2075 Posted June 20, 2006 Hash Fellow Posted June 20, 2006 Congratulations! Good start. [attachmentid=17607] the orange spline looks like a problem. Don't have more than two splines going thru one CP. And you could probably delete the green spline since you don't have it on the other side Quote
Stuart Rogers Posted June 20, 2006 Posted June 20, 2006 As Robcat said, good start. My first attempts at modelling a human were utter rubbish. I see that he's not symmetrical. Nothing wrong with that per se, but it means that the shoulders will flex slightly differently when you come to animate him. Who knows, maybe that's the way to quirky, unique characterisation! You have several examples of splines simply coming to a dead-end (the CPs with three and five splines leading to them). You might find these give rise to visible creases (pinch-points if you like) when it comes to rendering. I suggest you read up on "five point patches" - use them for those topologically awkward areas such as where arms meet torsos. The very grid-like layout of the lower torso splines could be a problem if you plan to animate them, depending on what you're planning on having him do. For example, if he was more of a fat slob character, it would be better to have the splines flow around the body curves. For your surfer dude, that's probably not important. You could probably cut down on the number of splines in the lower part of his torso too. If you need to link up a detailed area of the body with a less detailed area, read up on "hooks". That said, there's no definite "right way" to model a body - a lot of it comes down to personal taste and what your character is being designed to do. Or, to put it another way, don't rush to "fix" this guy - play with what you have and learn from it. Good splinesmanship takes some learning, but don't let that put you off! Quote
pdaley Posted June 20, 2006 Posted June 20, 2006 I circled what you want to focus on. Spline continuity is a big deal in AM. If you have come from another app, this is a point that will take a little getting used to. Splines must have a reason for their placement and must flow into each other as smoothly as possible. I attached a quick idea as to how you might layout the splines and make use of a 5 point patch. Quote
KenH Posted June 20, 2006 Posted June 20, 2006 And don't forget if you use the Copy Flip Attache tool, you only have to model half of the character! Quote
jfrasier Posted June 21, 2006 Author Posted June 21, 2006 And don't forget if you use the Copy Flip Attache tool, you only have to model half of the character! NOW YOU TELL ME!!! lol Yeah the shoulders have been a nightmare to get to look decent. I straightened up the splines some more and now I am working on the face. The next step is the displacement maps and stuff. But here is a new version after working on all your recommendations. I can't believe how easy this software is to get comfortable with. I remember it being a nightmare to learn how to use the materials editor in 3DS. This is simple click and it appears...very nice. Thanks everyone Oh and here is a toon render. I am getting close to the south park feel they want I think.. Quote
Stuart Rogers Posted June 21, 2006 Posted June 21, 2006 You still have that five-spline CP near the armpit. However, it's obviously not affecting the toon render, so I would leave it be. He does look good as a toon - I like the hair especially. Quote
pdaley Posted June 21, 2006 Posted June 21, 2006 Do this and you'll be set. Do you know how to make a 5 point patch? Quote
KenH Posted June 21, 2006 Posted June 21, 2006 If you're going for south park.....all you need is an elipse for his head. Quote
jfrasier Posted June 24, 2006 Author Posted June 24, 2006 Thanks for the info on 5 point splines P..I read up on them and can't wait to work with them in shoulders. I just got done watch the dvd on modeling and it seriously helped. I updated the head model, and I think my new version is looking better. Man if anyone is new to AM and want to learn it fast I would really recommend those DVDs. Especially learning those hotkeys Well it is 6:30 am and I need to crash. Quote
Fuchur Posted June 24, 2006 Posted June 24, 2006 Hm... you are using way to many splines... you could use half as many or less and you would get the same result... You should try to avoid CPs and try to model with the curves of splines more... Keep in mind: You cann make a cycle out of 4 CPs... and if you need more, you can insert the CPs where you need them. A good way to avoid high amounts of splines is to use there curve-behaviour and to use hooks when you need a higher resolution at certain parts of you model. I think you made the model by using the lathe-tool, right? you can set the subdivision-level of lath down under options-> modeling... To give you a start. Look at his hair. You could do that hairpart with 2 or 3 intersection. So you have 2 intersections(try to use the bias-handlers...) instead of 5. You will have faster renderingtimes, you can animate your character easier and so on. It is however a pretty nice try for the first time... keep on doing... *Fuchur* Quote
Dhar Posted June 25, 2006 Posted June 25, 2006 Great start. On the head, it looks like you simulated a polygon primitive where the CPs are your nurbs. A:M doesn't work like that. A:M is more like wires getting connected together, polygons is like clay being formed. Try some of these tutorials: http://www.lowrestv.com/arm/search3.asp?bo...ateAdded%20desc Quote
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