(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?
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15th March 2005
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.
Oh...ok, Inyri, THanks...I"ll go back and fix the small issues real quick
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.
Much better. But your modeling methods intrigue me. Why is everything but the neck triangulated?
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 and here's one without the optional sleeves & neckguard I'll show a full shot view once I finish more of the model.....or if anyone's interested
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.
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 ^-^