Author Topic: J Random Head Model  (Read 1281 times)

Walugo Khualin

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J Random Head Model
« on: October 19, 2005, 03:23:56 am »
I made this in my spare time, any advice on how to fix the nose/lips/eyes is welcome.

Front View:


Side View:

Wire Mesh:


Rendered:


I plan on making a body for it, also making a skin for it(but that takes alot more time)

:) :)

BTW, i can\'t get a poly count. In blender there are Quadricatleral Polys, so it\'s not the same as within program i think. But it has 1078 or so Polygons in smoothed object form, and it have 1478 when rendered(Quadrilaterals and Triangles)
« Last Edit: October 19, 2005, 03:44:21 am by Walugo Khualin »

JellyWerker

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« Reply #1 on: October 19, 2005, 06:21:34 am »
Hmm, sign up on elysiun to get blender help, as for fixing the facil features, just study references to get them right, no other way really.

To get a polycount, in edit mode, select all, then convert all quads to tri\'s, in the faces submenu under the edit menu. THen check, it will be the same as in ps.
Warning: Prone to common sense.


meigoltann

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« Reply #2 on: October 19, 2005, 08:39:47 am »
Hey, there\'s good tuff here! And I think you can do even better, try to uniform poly distribution on the head, especially on the top of the head and on the nose... and continue posting the improvements!

Walugo Khualin

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« Reply #3 on: October 19, 2005, 07:23:09 pm »
Thanks, the nose i think would be fine if i could get the nostrils accurate. And i guess the lips need to protrude more.

BTW, What is Elysiun and how do i sign up?


And any suggestions for what race I should model this into?

Wired_Crawler

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« Reply #4 on: October 19, 2005, 08:37:07 pm »
Quote
Originally posted by JellyWerker
To get a polycount, in edit mode, select all, then convert all quads to tri\'s, in the faces submenu under the edit menu. THen check, it will be the same as in ps.
The easier way - don\'t convert anything - in object mode look at the  decimator tool, it shows the number of triangular faces of the whole object. Try to play with decimator tool, it often helps to reduce number of faces without breaking the shape.
You should find elysiun easly using google :)
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JellyWerker

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« Reply #5 on: October 19, 2005, 10:25:04 pm »
but that doesn\'t make them tri\'s for ingame, although it is slightly easier.
Warning: Prone to common sense.


Cherppow

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« Reply #6 on: October 21, 2005, 12:52:48 am »
Hello!

Looks quite good. Remember to join the head parts together for pictures, that should eliminate the edge between them. Hmm, if you\'re creating the model for game purposes, it may need to be stripped of few polygons. On the other hand if you\'re making it for a render, it may need some additional polygons. For smoothing, I\'d recommend either \"SetSmooth\" without \"AutoSmooth\" or subdivision surfacing.

Although PS doesn\'t support subdivision, you can convert subdivided objects into standard meshes with alt+c in the object mode. If needed, you can then lower the polygon count with the decimator.

Keep up the good work. :)