Jump to content

Character Modeling WIP


hebeinpj

Recommended Posts

Hey C4Ders,

 

I didn't know what other topic to put this under, but I am in the process of making a character for a short film, and was just wondering if i could get some pointers/suggestions/critiques on my current WIP.

 

Thanks in advance!

 

Peter

character_04.c4d

Link to comment

That's an uncommonly seen level of nicely made model, and your edge loops look pretty much ideal for animation, so that's all excellent. Perhaps less so is the decision to model clothes separately. That is going to lead to lots of horrible potential intersection problems later down the line, (if you are animating in Cinema rather than something specialist like MD) and is the reason that it is usually preferable to combine the shirt, shorts and socks ( and maybe even shoes!) with the body mesh in such a way that there is no body in areas where there is clothing, so the conflicts cannot take place. This should be practical for the purposes of your project IF the character doesn't need to take off these clothes at any point of course, or if the camera wouldn't be getting close enough to see independent movement of clothing over the body. 

 

Other than that it's all looking very good...

 

CBR

 

 

Link to comment

Looks very good indeed!

I don't completely agree with Cerbera, because I personally like my stuff separated as well. I think it's easier to change something afterwards. It is key though to have a nice edgeflow of your clothes that pretty much matches the edgeflow of the body. I model a lot of mascottes and characters, and the client likes to have different options. With shirt, with sweater, short pants, regular pants, etc. What you COULD do (when everything is finished) is delete the part not visible because of the clothing. This way it won't intersect with the shirt or pants. (like Cerbera said.) Another plus (for me) is when you still have separate objects, you can switch them on and off when weighting, which is quite handy sometimes in hard to reach places.

Other thoughts:

- I would have another look at the rotation of the thumb. Look at your own hand (in a relaxed position). I think you rotated it a bit to much. 🙂

- the eye sockets are pushed a bit too deep, I think

- split the eyes in L-eye and R-eye (also handy when rigging later)

1434269227_Schermafbeelding2021-02-12om16_02_12.thumb.png.1192914c89b0650e511b22a2d0ebeeb7.png

 

 

Link to comment
On 2/11/2021 at 8:22 PM, Cerbera said:

That's an uncommonly seen level of nicely made model, and your edge loops look pretty much ideal for animation, so that's all excellent. Perhaps less so is the decision to model clothes separately. That is going to lead to lots of horrible potential intersection problems later down the line, (if you are animating in Cinema rather than something specialist like MD) and is the reason that it is usually preferable to combine the shirt, shorts and socks ( and maybe even shoes!) with the body mesh in such a way that there is no body in areas where there is clothing, so the conflicts cannot take place. This should be practical for the purposes of your project IF the character doesn't need to take off these clothes at any point of course, or if the camera wouldn't be getting close enough to see independent movement of clothing over the body. 

 

Other than that it's all looking very good...

 

CBR

 

 

Cerbera! 

 

Sorry, I didn't get a notification for some reason for these comments. Thank you for the compliment and critique! The reason i also included the separated clothes is because i wasn't sure what path I was going to go down. I think I will stick to having the underlying body just in areas where there would be no clothes, as you suggest, as I am trying to do a short film all on my own, so trying to keep it simple where possible and not have to bring in clothing dynamics.

 

One of my concerns would be the ears, they look, off to me, but maybe they are okay.

 

I will post again with some textures later on!

 

Thanks again!

 

On 2/12/2021 at 9:03 AM, kingcoma said:

Looks very good indeed!

I don't completely agree with Cerbera, because I personally like my stuff separated as well. I think it's easier to change something afterwards. It is key though to have a nice edgeflow of your clothes that pretty much matches the edgeflow of the body. I model a lot of mascottes and characters, and the client likes to have different options. With shirt, with sweater, short pants, regular pants, etc. What you COULD do (when everything is finished) is delete the part not visible because of the clothing. This way it won't intersect with the shirt or pants. (like Cerbera said.) Another plus (for me) is when you still have separate objects, you can switch them on and off when weighting, which is quite handy sometimes in hard to reach places.

Other thoughts:

- I would have another look at the rotation of the thumb. Look at your own hand (in a relaxed position). I think you rotated it a bit to much. 🙂

- the eye sockets are pushed a bit too deep, I think

- split the eyes in L-eye and R-eye (also handy when rigging later)

1434269227_Schermafbeelding2021-02-12om16_02_12.thumb.png.1192914c89b0650e511b22a2d0ebeeb7.png

 

 

Kingcoma, ditto, i didn't get a notification and I don't know why... I normally do. Still debating on the clothing option, thank you for the topology critique, I am going to go back and revisit those areas, and probably post again with textures and further progress as well! 

 

Thank you for the detailed comment!

Link to comment
×
×
  • Create New...

Copyright Core 4D © 2023 Powered by Invision Community