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6http://www.allegromation.com/Low.mov6
3http://www.allegromation.com/Hi.mov3

I'm currently working on modeling Carnage from Marvel Comics, but I've never modeled a character before. I think it's coming along nicely, but not having done it before I'm wondering if my poly layout is ok or if there's anything I can do to make it more effective. The Hi.mov is simply the same model smoothed, I didn't do any additional stuff to it, but I intend on doing more. I want a fairly anatomically correct muscular build on the character and I really know nothing of what edge looping is other than having heard the term before...

Any suggestions would be helpful... I don't know if I'm taking the right approach to this or not... I'm not sure how I should go about cutting open his mouth (he has a wierd one...)

It's this character here, for anyone not familiar with him...
http://www.alaph.com/spiderman/pictures/en...e/carnage01.jpg6
1http://members.aol.com/whoclix/carnage.gif1
http://members.shaw.ca/ranjeevah/art/illus...big/carnage.jpg3

QUOTE(Allegro @ 03/10/06, 10:06 AM) [snapback]230605[/snapback]
Any suggestions would be helpful... I don't know if I'm taking the right approach to this or not... I'm not sure how I should go about cutting open his mouth (he has a wierd one...)

Here

I think youd be a lot happier if you worked abit on making edgeloops. (yes i knowtheres a movement of pople who say no edge loops but hey if you can with minimal addiitonal job get the same result in 1/2 the rendertime go for it, besides they are wrong no amout of brute force will ever make a more optimal mesh WORSE)

For example the only region you have even slightest attempt to loop it is the sholder and even ther its bad.

I suggest atleast 3 loops for the head and aroound the shoulderblades pectorals. MAybe one one around the navel amd inthe buttocks region.

Alright, that's why I wanted to post it... I really have no idea what edge looping is, but I'd heard of it so I figured if it was something that stood out as making my job easier I should get someone to point it out.

I'll look it up and hopefully can find a decent tutorial on edge looping.

Thanks

I have been unable to find anything useful on edge looping... any bookmarked links that might help me out?

go to Spiraloid1 this is the source into the subject

Anyway the idea is becasue basicaly the monitor is 2d its easier to follow along the shapes form rather than just boxing up. NOw incidentaly because bysicue follows this form the will deform better.

quick study to be honest it should be tought out LOONG and thoroughly im starting to think myself the legloops should have a approach somewhat like this so it ges around the crotch up the buttock and back to the crotch fror example.

the loop i drew is maybe too shallow.

Thanks a lot for the suggestion.. I did some more work on it at school today, just kind of... guessing as I am just reading your suggestion now. I think I'm understanding this a bit more. I want to finish working on the torso tomorrow, and then work on adding in the leg and nuck muscles... I haven't figured out how much I need for the head as the character doesn't really have facial anatomy...

newest version:
2http://www.allegromation.com/Mar10.mov2

I kind of figured out the pecs... but they need to be refined

Well it does have moth even tough it is blocked so you might want to add a radial there. BUt yes your getting more loops rhghere as we speak, but concentrate on the join between the leg and torse you ll find that in cade of carnage its going to be area thet deforms very much!

That's relly cool Allegro.
Can I asked how you started it? Did you start from one simple cube? And just extrude and extract polys?
(I'm new to character modeling myself)

Thanks for any tips.

.

Personaly i wont suggest cube modelling to anyone. Since doing good loops is just easier to do by manualy drawing the base cage.

Yeah, I started with a cube and extruded faces, pulled virts around to get what I needed. I don't have a newer version yet on this computer.

I think I agree with Joojaa, next time I do a model I'll probably try to do it by working it up from scratch... but... I'd say if you're new at it, get it to the shape you want by working up from a cube, and then deconstruct faces and work in edge loops... or maybe draw it out first... but... until you understand what edgeloops are useful for, and are comfortable pulling polygons around, it will be too hard to build it up from scratch.

That's coming from someone that's new at it.

13 days later

Great progress. The deltoid and the clavicula very well defined. I think you

Ok.. I've worked on it some more. But I have a question, how many polygons is normal for a movie quality character? I'm concerned that my character, which will be more than 20k polys, may be too high... is 5000+ ok for a lo-res. Should I be worried that my hand has over 800 polygons?

here is the latest version, I worked on the scapula like you suggested
http://www.allegromation.com/April9.mov

http://www.allegromation.com/April13.mov

Worked out the uv's and modeled the mouth last night as well as a quick texture

I want to figure out a way to have a procedural texture that's animated...Still need to figure out how I'm doing he tentacles and weapons too... I don't see myself making much more progress on the modeling itself.

well yes but you will want to have a animation proxy thsts game dev resolution so you can comfortably animate it. But the render ndoe can prettymuch have as manuy polys as you like, offcourse less is better.

oh allegro looks like hees missing somethimg between the llegs now it looks like e feemale endig on a male body

QUOTE(Joojaa @ 04/15/06, 09:10 AM) [snapback]234371[/snapback]
well yes but you will want to have a animation proxy thsts game dev resolution so you can comfortably animate it. But the render ndoe can prettymuch have as manuy polys as you like, offcourse less is better.
oh allegro looks like hees missing somethimg between the llegs now it looks like e feemale endig on a male body

Carnage has no wang

I have a lo res that's around 5k polys

oukay.... i tought thaty might have been the case just wanted to make sure