Itaichi's Model Question Thread -1 reply

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-=Itai'shi=-

..The lil' Weasel of Modding..

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17th April 2007

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#1 11 years ago

(Ok, I'll just focus on model questions in this thread, & weapon questions at the other @_@') Ok, so for my first question... WHenever you're modeling a player mdoel, does every part need to fit in perfectly with one another? Or, will it suffice if some parts (i.e. the shoulder to the torso) slightly dip into it? And as for another question.... Does every part need to have sealed ends? Or, will it be alright if one (or two) ends of a part (the arm, for example) have the faces deleted off an end to make things simpler for modeling?




Inyri Forge VIP Member

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15th March 2005

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#2 11 years ago
Or, will it suffice if some parts (i.e. the shoulder to the torso) slightly dip into it?

If they what? It's not recommended that you don't line up the mesh parts. Unless the meshes are lined up well the model will (a) look bad, and (b) deform poorly or strangely.

Does every part need to have sealed ends?

No, you don't need to cap anything, but the mesh will look hollow when the body is dismembered.




-=Itai'shi=-

..The lil' Weasel of Modding..

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#3 11 years ago

Oh...ok, Inyri, THanks...I"ll go back and fix the small issues real quick




-=Itai'shi=-

..The lil' Weasel of Modding..

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#4 11 years ago

Ok, here's some pictures to better show what I'm referring to in my first question. The parts dip into eachother are circled in red. i1372467_5.bmp i1372476_6.bmp So...if it does dip in liek shown above, will it greatly affect animation?




Kyross

Always there, always watching.

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18th January 2005

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#5 11 years ago

Probably not animation, but it might just look like the model was crappily slapped together. Just because sticking on separate primities is a thousand times harder to make look right than just extruding from the body. Try making a spot on the side of the torso and pulling the arm out of it, blends much more nicely.




-=Itai'shi=-

..The lil' Weasel of Modding..

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#6 11 years ago

Ok, I fixed it, liek everyone said, & completely remodeled the arm, so here's how it looks now i1375902_9.bmp




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#7 11 years ago

Much better. But your modeling methods intrigue me. Why is everything but the neck triangulated?




-=Itai'shi=-

..The lil' Weasel of Modding..

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#8 11 years ago

Oh...ehe, please excuse me, I failed to mention the neck gaurd around the neck (like the one you'd see on a cultist or Hanzo from .HACK//GU) Also, I wasn't focusing on the neck, so that's why it's not triangulated. I apologise ^_^' Here's a better view of the model's upper chest/neck region i1375965_14.bmp and here's one without the optional sleeves & neckguard i1375970_13.bmp I'll show a full shot view once I finish more of the model.....or if anyone's interested




Jose Carlos

Why? Cause normal is boring.

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#9 11 years ago

No no, it's better to keep everything in quads, cause then you can easily select edge loops and rings, making editing the model easier. If you try it with a triangulated model, it'll usually just stop selecting edges early or branch off in an unwanted direction.




-=Itai'shi=-

..The lil' Weasel of Modding..

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#10 11 years ago

Hmm....I see... Now, I may sound naive, but could you please inform me on the difference in creatign quads & triangular vertices? Now, I ask this because with this model, I've been basically connecting all points on the model pieces to help me develop the form. And alos, so far, I've had no difficulties with selecting faces or any other problems. In fact, I've been quite proficinet with the triangulated model. But please, continue ^-^




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