Bridge Commander Central
Recreational Forums => Art Forum => Topic started by: Furyofaseraph on January 25, 2009, 11:07:51 AM
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Hey guys,
I am looking to have a pair of human models made: One male, one female. They need to have about an 8k, Meshsmooth/Turbosmooth Ready (that means proper loop nodes and quads), and have similar topology (obviously anatomical differences taken into consideration). They need to have modeled fingers and toes (fingernails, and toenails, good knuckles, etc).
As far as the head goes, I'd like enough geometry to get good facial deformations for expressions. Teeth are a must. Tongue is optional. Eyelids are a must. Eyebrows and Eyelashes should be separate elements (they are going to be opacity mapped). Eyeballs must be a separate element as well.
Their build should be better than average, but not heroic. No comic bookishness, or steroids, you know? Graceful is the concept I'd like.
UV Mapping won't be necessary.
Also, I'd like to offer these models, (once I rig and texture them) up for download, but credit will be given.
If you happen to know anyone who is a decent modeler, please let me know.
This will be used in a sort of open-source project for characters. I also will be using them in my Star Trek 3D comic, with all the clothing, sets, and props I make for these models will be put up for download - so there'll be some benefit for the BC community too :-)
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I assume "similar topology" means the same structure of quads?
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yup yup, that it does.
edit: not necessarily the "SAME" structure of quads, but close.
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that sounds awesome, have you considered Poser or DAZstudio?
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Poser and Daz are really really reall clumsy programs. I want to take advantage of the more advanced features you can find in max, including the ability to create my own rig (which I have become rather proficient at).
The daz figures, though are 80k in polycount (and thats just the low-res models) and would be a pain to do ANYTHING with.
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For 8k polys you want a decently deforming face, fingernails, full modelled fingers and toes, teeth and tongue, and modelled eyelids... You realise the quality of the cylinders wouldn't be so hot, right? Most ps2 games main characters had an 8k poly limit. I don't think you'd get all those details on a reasonable model for 8k, especially if you want the figure to bend well, and/or have some level of muscle tone.
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For 8k polys you want a decently deforming face, fingernails, full modelled fingers and toes, teeth and tongue, and modelled eyelids... You realise the quality of the cylinders wouldn't be so hot, right? Most ps2 games main characters had an 8k poly limit. I don't think you'd get all those details on a reasonable model for 8k, especially if you want the figure to bend well, and/or have some level of muscle tone.
Well, using cylinders for fingers isn't that smart to begin with. :S
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I have actually located a resource called "Make Human" This gives me pretty much what I'm looking for :-). they are 10k instead of 8k, but I'm willing to swallow that :-).
For 8k polys you want a decently deforming face, fingernails, full modelled fingers and toes, teeth and tongue, and modelled eyelids... You realise the quality of the cylinders wouldn't be so hot, right? Most ps2 games main characters had an 8k poly limit. I don't think you'd get all those details on a reasonable model for 8k, especially if you want the figure to bend well, and/or have some level of muscle tone.
You missed the part where it would be meshsmooth capable, then, because an 8k poly limit wouldn't be bad if yuo had an iteration of meshsmooth or two on.