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What's the best way to do character models for an rpg game?
I'm currently trying to do my first one, starting from a cube. Am I doing it right?
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>>669908
That is pretty decent polygonal optimization, mind sharing your method? I usually start with a 12 faced sphere
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>>669908
I'd start with a square sphere.
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Look up the skin modifier. It has easy Rigging options and can be used to quickly get stuff going.
You basically make a skeleton first, then add the modifier. With some options you change the size of the result based on each vertex.
The google search is something like "Skin modifier rigged character"
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>>670241
Also, The character looks alright for the most part, but the chest and face will most likely not handle subsurface very well, should you opt to use that.
They both close in on a single point, which will generate tiny triangles where you do not need tiny triangles...
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>>670242
I would also recommend following at least 1 youtube tutorial to the second. I myself can for the life of me not create a convincing humanoid, but after getting frustrated, I just did one tutorial to try it out.

https://sketchfab.com/3d-models/dude-5900b9485ea548bc9e82f18eb12d74bd

You can download it if you want, no skin off my back.
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>>670245
mind linking that tutorial, my dude?
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>>670282
https://www.youtube.com/watch?v=7aU6Wty9fvg
This should be it. Shows the result in silence first.
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>>669918
>mind sharing your method?
unironically nothing, I just went on slicing and moving by instinct since I only wanted to do something barely looking humanoid, then I came back to refine it every once in a while and eventually turned out like that

P.S. does anyone know how to add a point into a segment?
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>>670381

God it's so obvious you're the OP from >>668296

Learn the basic terminology before posting at least.. There are many ways to add a VERTEX to an EDGE. Easiest is to just select edge and subdivide.
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>>670419
They were a bit rude, but yeah, that is what those things are called and yes, that is what you do to do that.
Press space and type "Subdivide" or find it in the sidebar, while having the edge selected (either through edge or through vertex selection) and you can add vertices between the two points (vertices).

Also, if you have something that has a clear row of quads (like a grid of squares) you can easily subdivide along that "Edge loop" by pressing "CTRL r"
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>>670430

Best way to subdivide is with the 'w' key.
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>>670475
I also learn everyday. Thanks.
(rather, I keep forgetting about the "W" key...)
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>>670538
w menu best menu
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>>669908
>Am i going it right?
No.
Thats not a bad thing OP you're still learning after all.
Some advice, first avoid connecting some many edges to a single vertex. Second, make sure most of your faces are squares(quads), this will allow you to add more loops if needs be, you can use triangles(tris) for places were a quad wouldn't fit.
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>>670241
Do not listen to this poster. The skin modifier is a crutch and isn't a replacement for proper modelling.

Also it's totally fucked up and creates bad geometry at branches. They were even going to replace it but they just up and fucking abandoned it.
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>>670576
That poster here
I honestly did not know about the bad geometry. I usually do not do too much character modelling, so I just brought something up that seemed to be able to create a model quickly.
I guess I should've delved deeper into it before recommending it.
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>Am I doing it right?
For a game? Hell no.
First of all, learn to model loops on topology - there has to be a visible, plain flow of things. Look up pro game ready models and see how 'perfect' the vertices are placed and spaced out. You're aiming for that. And most of them are placed by subdivisions and adding loops on originally blunt cubic meshes. If you're not doing it naturally, then there is a volume of work you have to go through in order to get a grasp and understanding how to hardmodel stuff, especially organics.
I'm no pro at cube modelling but it's mostly about subdividing, adding loops and inseting faces in correct places. Learn this.

Second of all, assuming this is a game model that is to be rigged and animated later, this is a 0 out of 10. You should design your mesh with rigging in mind beforehand. Don't read too much about rigging, first git gud with meshes, but here's few general tips when doing a model for rigging
>Good topo, evenly spaced out verts
>Everything is tris eventually - remove ngons if they're not part of a flat surface that isn't shifting
>Add extra loops in vicinity of bendable joints - knees, elbows, neck
>Tpose is best for rigging

Thirdly, I'm assuming it's your first game. Unless you're some kind of prodigy that turns everything to gold, you probably sould start making games from some very simple 2d thing. It may sound less exciting, but it will take shitload of time less than a 3d rpg game. While it will still take probably few months to complete.
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Made some slight changes.

>>672056
>First of all, learn to model loops on topology - there has to be a visible, plain flow of things. Look up pro game ready models and see how 'perfect' the vertices are placed and spaced out. You're aiming for that.
Honestly, at the beginning I was aiming for nothing more than FF7-tier field models.

>you probably sould start making games from some very simple 2d thing. It may sound less exciting, but it will take shitload of time less than a 3d rpg game.
Too late for that, I already made an entire world map
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>>672583
>I already made an entire world map
(pic related)
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>>672585
procedural generation?
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>>672591
no, I first draw a map with Paint, colored it with darkness proportional to altitude, and added some noise with Gimp.
Then I used it for a Displace modifier in Blender.
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>>672583
>>672585
Damn boys, Darwinia 2 is looking good.
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>>669908
Ryan, my man just stop. We're worried about you
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OP here. Does pic related looks convincing as a futuristic building?
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>>674093
It looks like the sh*t a mage would wear as hat in a Final Fantasy game.
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>>674093
no, it looks like a pile of shit made with primitive shapes
zero originality or sense of concept whatsoever
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))tris


le yikes!
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>>674111
>>674101
Don,t be rude.
I liked.
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>>674133
that's just because you probably have shit taste too, anon
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not OP but kinda similar situation.
doing this model for a game and need advice.
is it ok to have theses triangles? dont know how to connect the legs properly..
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>>674093
change the gray parts to gold and it will look like a protoss building
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>>674154
Depends. How much glute are you animating? Topology is used for easier texturing and animating. My suggestion is to not worry about it and do it. You can always remake your model, and when you do, you will either be frustrated with what you did or not really care that you did it that way.
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>>674093
made some slight improvements
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>>674093
>>675294
Looks like an abstract fidget spinner.
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>>674093
nice vibrator
>>675294
glass fabricators would hate you
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>>670335
I love this channel.
>bodybuilder
>moved on to literaly building bodies
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added nice hair
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>>675294
Is that Balamb Garden?
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>>678335
Another question: how should I deal with animation? Do them in Blender and them import them to Godot, or should I do them directly on Godot?
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>>672583
This fixed model is better. For rigging you should also add some bend-friendly loops in knee/elbow areas.

>Too late for that, I already made an entire world map
nigga, please. It will be too late once you'll be left with only polishing to do.
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>>675294
and now for some houses
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>>683595
how do I put them in circle instead of lined-up?



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