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Biped base

Biped base

Postby necdel » 16 Dec 2012, 04:18

Hey guys, just posting my newest creation. Trying to make a base biped model to use for bunch of stuff. Wondering what you guys think of the proportions? First time ever trying to model a human figure. Any feedback is much appreciated.

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Re: Biped base

Postby ant0N » 16 Dec 2012, 04:26

in my opinion proportion perfect... Good job! The animation will be?
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Re: Biped base

Postby necdel » 16 Dec 2012, 04:35

Thanks! I am hoping to use this as just a base for my characters and two legged beasties. I will probably just reduce the poly and set up a skeleton for some animations though to see how it all works out. Pushing 200k triangles right now :o I have to say though the sculpting is much easier for me and more intuitive than traditional modelling.
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Re: Biped base

Postby ant0N » 16 Dec 2012, 04:46

necdel wrote: Pushing 200k triangles right now :o I have to say though the sculpting is much easier for me and more intuitive than traditional modelling.

Yes, it is very much... although you can use the "Polygon Cruncher" :)
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Re: Biped base

Postby iamcheeseontoast » 16 Dec 2012, 11:05

What are u using for sculpting.
Dont most use a layer system where u add more polys layers on ur base.
I beleive a resonable poly count for a character is around 5 to 10k so ur a bnit over the top, lol.
Sculpting/tranditional modeling - Have to say I'm more the opposite. Cant get to grips with the likes of Mudbox after working with max for about 4 or 5 yrs now. these days I tend to stick to non organics like buildings fences etc etc

Hence a skyline community, I'm more than happy to help other skyline users with various models
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Re: Biped base

Postby StarFire » 16 Dec 2012, 12:05

Looking good necdel ;)

I think we have a biped base somewhere, if we can find it we will post it up as well. You can never have too many assets ;)
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Re: Biped base

Postby SolarPortal » 16 Dec 2012, 13:07

Hey, here is the rigged character templates that i downloaded from mixamo a while back. They are for 3dsMax, and really great bases of a beast, male and female.

Image

Here is the download:
http://www.chi-ad.com/Skyline/downloads123/Assets/Mixamo_Templates.7z

Credit goes to mixamo: http://www.mixamo.com/
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Re: Biped base

Postby necdel » 16 Dec 2012, 19:56

Awesome! Thanks, I did some more work on it after I set up a skeleton in blender, some things were a bit off. I made legs longer, and hands bigger. Took down the shoulder and bicep muscles a bit.

Here is the low poly version now.


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Re: Biped base

Postby SolarPortal » 16 Dec 2012, 20:29

your welcome,
it looks great, how many polys is it now? :P
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Re: Biped base

Postby necdel » 17 Dec 2012, 00:09

5600 vertices, 11k faces in blender. Having a heck of a time trying to get the skeleton to work properly hah. Hands are a pain in the butt. I am determined to use the same model for the first person and third person cameras in game.
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Re: Biped base

Postby iamcheeseontoast » 17 Dec 2012, 00:24

Proportions look better but the lower 1/2 of leg is to short. top 1/2 to long

Hands look better now so does overall length of leg
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Re: Biped base

Postby necdel » 17 Dec 2012, 03:47

iamcheeseontoast wrote:Proportions look better but the lower 1/2 of leg is to short. top 1/2 to long

Hands look better now so does overall length of leg



Cool, adjusted the knee height and did some more work on the hands. I think this might be it now. I got kind of excite when I imported the skeleton in blender and it lined up with everything :D

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Re: Biped base

Postby iamcheeseontoast » 17 Dec 2012, 12:24

cant really see to well but maybe theres still some work to be done to hands, rest if looking good.
In theory you should only ever need one pair of hands for every model. So worth the extra effort
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Re: Biped base

Postby necdel » 17 Dec 2012, 19:08

Thanks for the help. Yeah the hands look great in the sculpting, but in practice, I am finding that they are horrible to rig. I think its mostly just because of the pose being flat handed, and my thumb being too level with the rest of the hand. Been looking at other models, seems like people go with a more open curved hand alot. I dont know if it would just be better to suck it up try to do the hands in blender so I can make them more precise.
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