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Something feels odd about my modeling (Forums : 3D Modeling & Animating : Something feels odd about my modeling) Locked
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Ronnie42
Ronnie42 God Of Destruction
Feb 24 2013 Anchor

I'm not sure what I'm doing wrong but my character modeling feel's wrong. Ok I recently tried fan-based modeling, tried to improve like here:

SonicAttempts1/2

But I'm also trying to use myself as blueprints for a character but can never get the hang of it.

BaseModel

Weird thing I find human 3d modeling seem's to be easier to build than characters like sonic. But nothing seem's right when it comes to proportations when it comes to faces for both human/hedgehog.

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Doom compile project: link (Taking a break), original game's design project: link (Back to working on it)



Feb 24 2013 Anchor

are you looking into 3d references of the stuff you want to model ?
especially for sonic, since modelling a cartoon character can be tricky

Feb 24 2013 Anchor

Try Modeling in individual pieces, focus on getting each piece right before moving onto the next and then attach the pieces all together at the end.. Modeling takes a lot of TLC(Tender Love and Care) so spend time with your work.

Sometimes its maybe the fact that your references aren't aligned up properly.

Ronnie42
Ronnie42 God Of Destruction
Feb 25 2013 Anchor

Well I have tried both individual pieces, modeled as a whole but the problem is when modeling some pieces they feel like they don't fit. Also I under (TLC) a lot since spend all day looking at my designs, seeing what to change. My references usually are aligned fine but sometimes I move them around to make easy to see which wireframes I'm using to avoid confusion and usually put them back in the right place fine since I understand changing from perspective, etc... can make the view look wrong which is why I usually keep to either select views or 'Orthographic' to avoid making mistakes with the blueprints.

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Doom compile project: link (Taking a break), original game's design project: link (Back to working on it)



SinKing
SinKing bumps me thread
Feb 25 2013 Anchor

ronnie42 wrote: Well I have tried both individual pieces, modeled as a whole but the problem is when modeling some pieces they feel like they don't fit. Also I under (TLC) a lot since spend all day looking at my designs, seeing what to change. My references usually are aligned fine but sometimes I move them around to make easy to see which wireframes I'm using to avoid confusion and usually put them back in the right place fine since I understand changing from perspective, etc... can make the view look wrong which is why I usually keep to either select views or 'Orthographic' to avoid making mistakes with the blueprints.


It doesn't look like individual pieces anywhere. The reason for using them is to make it easier on yourself. Your bodymesh, for example, should have at least head and body separated and would make it much easier to work on. You can always combine them again, so don't be timid about detaching parts to work on their detail.

Also, stay as low poly as possible for as long as possible. As soon as you start adding more edges and the model looks nicer, you also have to do more work to fix it. Until you like the low poly appearance and proportions of you model, don't try detailing it. Find a way to set up your model and then don't move it around. There is no need to move the model. It's best located in a 0,0,0 position.

And then there are millions of tutorials which will help. Making 2D characters into 3D will work better if you use primitives and get your proportions right, first. You may need to learn a bit about anatomy, too.

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User Posted Image

Feb 25 2013 Anchor

Can you please post wires. I have a hard time with proportions also. With cartoons the proportions don't matter so much. When making a human model. Look at things like were your hands fall. So when you stand your hands finish below your waist. So you know how big the torso needs to be.
The top of the ears should line up with the level of the eyes and be just behind the jawbone joint. If your using a photo it should be easier. Have a read of my blog I explained how I made some characters for moty it may be of some help.

Cryrid
Cryrid 3D Artist
Feb 26 2013 Anchor
  • Surround yourself with reference, but don't necessarily rely on it as a rotoscoped blueprint. In the case of a cartoon character like Sonic, seek to find images of him in actual 3d (the newer games, toys, etc). Try and get into the habit of constantly looking at the references and comparing them to what you have (keep the camera moving as you work), so you can start to train yourself to be able to understand how to see the shapes and proportions that are at play (in the case of humans, you even have to look deeper to get an understanding of what the bones, fat and muscles are doing to create the shape below the skin as well). This will also help make it so you wont be dependent on always having orthographic images anytime you need to model something.
  • If you do have reference grids set up, keyframe their position so that if you have to move them, they will wind up exactly where they need to be. There are plenty of other options as well (such as using groups and layers to hide them with a click of a button, make them unselectable, etc).
  • Find the quickest way to change your shading modes; probably the most helpful ones would be whatever option shows only the flat sillhouette with no shading, and the option to have each polygon shaded differently so that you can see how every plane contributes to the shape. I wouldn't worry about texturing them yet.
  • Start simple. Start with simple models, and start with simple shapes when creating those models. Even a complex shape like a face can be broken down and simplified (http://angelamcbride.files.wordpress.com/2011/01/face-planes1.jpg, Cryrid.com, Pixologic.com, Studiorealism.com). Don't worry about the smaller shapes and details until you can at least nail these larger main ones. Keep it simple, block out the main shapes, and worry only about getting the proportions right. Get the large simple shapes right, and your model will look surprisingly close to how it should despite how simple it is. Fail those shapes or focus on something too small too soon, and you'll just have a blobby mess.
  • I personally wouldn't even worry about the topology/wireframe for now, unless you are specifically following a tutorial. These models look off ultimately because the form simply doesn't have the right shapes or the right proportions relative to each other. Worrying about your edge flow wont address that skill, it might even just distract you. Clay or playdoh, on the other hand, would be enough to do the job. If you do use a 3d program, just aim for more of a mannequin for now, similar to how drawing tutorials often use simpler shapes to represent the body. Use spheres and cylinders and cubes, and basically create a mannequin, sort of like how drawing tutorials have you start out.
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