Artwork > Finished Works and Works in Progress
So I Finally Try "Subdivision"
$imon:
Hey good to see you've entered the scary world of subdivision!
It's good to see youre experimenting with shapes.. a few tips I can give that might help develop your skills:
- Try to keep your polies 4-sided, in the face there are a lot of triangles and 5- or even 6-sided polies at the moment, which never helps with subdivision.
- Elaborating on this is the blinking-issue; for the eyelids to close around the eye they need some polies to spare to fill up the space over the eye, this is done by edge-loops around the eyes.
- For the eye to look good on the model it is probably best to keep it spherical. This is closest to live animals and easy to animate. It is convenient to start with a sphere for the eye, and model the face around it so it will fit perfectly and your character will look good from all sides. I wouldnt know of a good solution to fix the eye as it is now without making big changes to the face mesh.
I like your cartoony style so far and I hope you'll keep that :) I'm always so bad at that haha..
CoriDavis:
I finally found a solution to the eye. I made it just like the eyeball and stuck it on there, lol.
$imon: I don't see the 5 and 6-sided polys you were talking about, but then again, I'm not good at catching those. As for the triangles, I see those as necessary. Without them, the eye wouldn't have its shape that it needs. Anyway, here's a display render and I'll get to some renders of the morphs as soon as I finish them.
Edit: Morphs finished
Raxx:
As you venture into the subdivision modeling world (or further into any aspect of 3D for that matter), you'll find that there is a lot more emphasis needed on the foundation of whatever it is you're working on. However, it can be argued that so long as the results are satisfactory, there isn't a "wrong" way to subdivision model. Just know that not being "wrong" isn't the same as being the most right.
You can still get the shape of the eyes you want by just using loops of quads rather than odd mixes of triangles and (n+4)-gons. I attached an example of what two loops around the eyes would look like, and circled some of those 5-sided polygons that $imon mentioned.
You've managed to make some decent morphs, but I imagine if you wanted to get some more exaggerated expressions going on, you'll start finding a lot more problems with the deformations and general polygon structure. Also, don't ponies need to blink? ;)
Try morphing with a 0-level subdivision--you'll see that it looks quite horrid. Even though it seems like subdivision lets you "cheat" with deformations and smoothing, you still have to follow the general rules of the polygonal organic modeling that you've done in the past, such as emphasis on adding quad loops to joints, and having loops around the eyes, mouth, and other active areas. I personally recommend you have at least three edge loops around each joint for better deformation when animating and posing, even for simpler cartoony meshes.
I can't say it's unexpected, working from a sphere can lead to a messy infrastructure unless you have a ton of patience with box modeling. So keep at it! There are tons of articles and examples of proper edge/polygon loops and other polygonal subdivision modeling techniques available online. Once you conquer the basics then a whole new world of options open up for you.
dwsel:
I sketched my ideas on polyloops, but it looks you're progressing fast, and I understand you will not want to follow these this time as you already have morphs. But anyway... for next time ;) Green are edges and red are poles - 5-edged vertex.
--- Quote from: Raxx on November 08, 2011, 10:54:07 pm ---There are tons of articles and examples of proper edge/polygon loops and other polygonal subdivision modeling techniques available online.
--- End quote ---
...with best which were on subdivisionmodeling.com forums, sadly not available anymore, but people managed to save most important materials which are gathered here: http://www.spinquad.com/forums/showthread.php?31428-subdivisionmodeling.com-a-corner-with-great-resources-is-down!
I just thought someone could be interested as well ;)
CoriDavis:
Yes, I understand. I'm definitely an "as long as it works" person. I do realize I'll have to work with some other way to make the eyes blink, such as a seperate eyelid, because making the whole head blink is obviously not going to work.
Anyway, I've made the skeleton to begin rigging and I'm already running into problems. Am I to assume that subdivisions are not weightable? because when I go to try painting my model...
*unsubdivides itself* "What the heck!?" *Stops responding* "Here we go again..." *The program has encountered a problem and needs to close... blah blah blah* "NOOOO!"
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