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File: halp.jpg (36 KB, 434x414)
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whats the best way to go about putting this head onto the body? tutorials I've seen don't seems to work this kind of head. i plan to use in a game.
this model doesn't have much of neck, is it viable not attach it to the body and just rig it how it is? If i must attach it whats the best way to deal with difference in polygons.
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>>663205
just make them booleans, after the operation is finished just collapse the extra vertis into 1. if this is maya it might slightly different but it should still work
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>>663207
will that animate well?
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>>663208
wot? nigga you're trying to merge a high poly head with a low poly body. so no doubt you're going to get high valence verts, but that doesn't affect animation, animation is dependent on morphs/blendshapes and how well you skinned/weighted your verts for bones. you dont animate a fucking high poly model thats fucking stupid. the workflow is you work with a lower poly and have a higher poly version that you copy/paste the actions to.
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>>663209
high valence verts will animate like shit though.

Don't try to struggle that much OP and simply either add geometry to the body or make the head lower poly.
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>>663209
so should i make a low poly head to attach instead?
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>>663210
>high valence verts will animate like shit though.
based on what premises? do you even know how rigging works?
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>>663211
no just fucking merge the 2 fuckers with boolean operations collapse the verts, and just add loops to get rid of the high valences. this is basic topology you fucking noob.
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>>663212
based on the premise that shit topology will deform poorly.
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>>663214
ok thanks
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>>663216
thats not an argument if you just pull shit out of your ass with no back up. people have high valence verts on there models all the time and it doesnt do shit, the only reason people think it fucks with their topology is because they have no experience in how to rig models and just use presets because theyre brainlets like you.
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>>663207
this nigger knows nothing and following his advice will waste you precious time

What you should do is using polygon reduction techniques on the back of the head to fit the number of sides

Pic related
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>>663219
op here, that looks cool as shit, is there a tutorial on how to apply that to my head? or do i just have to figure it out?
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File: stupidpeopleon3.png (94 KB, 718x685)
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>>663218
Too bad the brainlets actually know what they're talking about. What you're proposing will deform like shit and will stretch the topology for no reason other than poor planning.

>>663221
As the guy you're replying to said, this nigger knows nothing and following his advice will waste you precious time.
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>>663221
you have to figure it out, being able to master the flow of polygons is fundamental to traditional modeling, it's not easy at first but it will come naturally with enough practice
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File: 1501451797874.jpg (45 KB, 500x406)
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>>663226
alright, i'll get to it then.
thanks everyone
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>>663219
first of all thats not how you use those. those are ment to be used on the shit that is shaded grey, not the shit that is shaded green. the shit shaded in green is the loop, and you know what els makse those shapes? extrusions. they make your most basic 4 - 2 *reduction*. these are all basically extrusions, if you were to extrude fingers and toes, nails, bolts and screws. thats what those are meant for because they are simple. thats also a way to start eyes but soon get more complex when loops are added. these loop reduction methods you posted are not meant for the head, meaning these are no applicable and if you were to use these side by side, you will have a shit ton of high valence verts teaming each other. thats why i said to just merge the shit already since you will get high verts anyways, just add loops to the body to fix it. so yeah you dont know shit buddy. also there are different types of these, but you wouldn't know how to use them anyways.
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File: topology of legs.jpg (49 KB, 334x590)
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>>663226
thats not traditional modelling, thats wasting your fucking time. >>663223
like i said, teaming with high valence verts. this is poor topology work. literal 5 valence verts side by side. this is not how loop reduction is used. if you were to reduce loops just fucking remove them, basic loop reduction is just extrusion pic related is how they are properly used.
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File: subdivsion.jpg (534 KB, 943x1877)
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>>663230
>>663223
further more, youre actually wasting more time by trying to manually do that. you know why? because subdivsion does it for you. this is why i said to just merge the shit instead of wasting time try to *reduce* it. in essense you will have n gons when you boolean merge, and when you subdivide they will be converted to quads and creating those reduced loop *techniques*, thats why i said to just add loops if you dont want that shit.
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>>663236
and again this is why you do it in low poly, because in the end all your n gons and triangles will be quads when sub divisions are applied.
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>>663237
>>663229
2nd part of that image to show that on the first and second(2-1, 4-1) get subdivided into quads. and the rest (3-1,4-2,5-3 basic extrusions just with more loops).
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Bridge edge loops.
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>>663331
the worst method yet
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>>663205
you should do these >>663219 >>663229 before you get to the neck area
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>>663205

> Trying to polymodel a character instead of sculpt it
You have no one to blame but yourself, anon.
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>>663391
do you imply animating a 3.000.000 polygon sculpt or using the sculpt as a reference to retopo?

If the former then you are a retarded idiot.
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>>663205

I'm a noob and if I were you, I'd make a lower poly head.
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File: attachingshit.jpg (14 KB, 479x229)
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OP here again, removed some unnecessary loops from the head and used >>663219 to attach, don't mind that half the head is missing i'm gonna mirror it over once im done fixing everything up. hope i'm doing this shit right.
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>>663788
... just give me the FBX so i can show you how youre wasting time.
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>>663793
can you just tell me
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>>663227
in maya (and i suppose other software) theres the reduce option (mesh>reduce). Use it for the head if you dont want to manually delete edge loops. Fix the count and make it as the one on your neck, then bridge/boolean those parts together
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>>663887
i already did, but you're too much of a brainlet unfortunately.
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>2019
>people still trying to box model characters
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>>663397
>> Trying to POLYMODEL a character
meaning box modeling meaning hes building the character from scratch with polygon tools.
don't be so retarded idiot
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>>664721
Sculptmonkeys should be gassed
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File: 1537652621713.jpg (74 KB, 750x868)
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>>663214
I love tsundere /3/



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