With more patience than I usually have with 3D modeling I made a human. He still needs ears, and more textures, but I think it went pretty well.
That looks better than my attempts of creating human characters; they are usually very flat and disproportioned or they look like robots…
now I feel, bad, my first human model was much worse, but then again one year later and my human models are “decent”
Here’s a web player with some added fun. Ears, hands, and an improved mouth/nose area.
http://wanilla.net/random/humantest/
Using the Unify Wiki Skin Shader.
Soon you’ll find out about the joy’s of clothing modeling on characters and the joys of texturing them shudders violently in chair
It’s great. cough … so much fun to be had
Good start for a first time human model. If you look at the model from the side, you’ll notice that its chest, back, and face are really flat and that’s basically the biggest problem you have with the model right now. Look at some reference pictures or other better 3d human models to see how you can make those areas more curved and punctuated instead of flat.
It is a good start on a human 3d model. Life forms are very difficult to do because life forms are rounded. What I found that helped me was to base my model on gradually larger and smaller 6 sided prisms or polygons. The trick is to be very detailed in the design.
And there are also many 3d royalty free meshes available for human forms. You just have to search for them.
Since you’re just starting out with organic modeling I’ll give you a couple of the big tips that help out a lot.
-
gather reference of the thing you’re modeling. that means get some anatomy reference. this is easy as the human being is one of the most photographed things out there. (plus you ARE one after all, look in the mirror for reference)
-
it’s not good enough to make points match up in 2 planes. since it’s a 3D model, you have to consider all 3 dimensions when modeling it. look at your model in perspective view from an angle and tweak it from there to fill it out more
-
don’t reinvent the wheel. there are tried and true methods for human character modeling. take a bit of time to do some research on good poly flow for faces/bodies
-
remember that you can build each piece seperately and then merge it all together later. this lets you focus on doing your best work on each body part instead of trying to just get an entire body done in one sitting. start with the eyes, move to the nose, then mouth, then rest of the head then ears. then move on to the torso, arms, legs, feet, hands, etc.
-
look at lots of wireframe shots of other people’s human models. this gives you the best reference as to how your polys should flow and how the model is built.
But good start overall… keep working at it.
Thanks for all the tips guys. I’ll be sure to keep them in mind for my next go at it.