Character Modelling - Where Do I Start?

archvilell

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I have a pretty good idea of what I want to do in XSI. I know I won't be able to render it since I only have the Mod Tool, but I think it would be cool if I made a Max Payne-style shootout between two characters, complete with bullet time effects and such.

I have no idea on how to create the characters. Do I use polygonal, spline, or NURBS modelling. Does XSI even have have those three. I watched a tutorial for spline modelling for MAX, and the narrator said spline modeling was the best because it was smoother since I wouldn't have to work with straight edges.

So my question: Do I make a character with polygons or surfaces. If surfaces, how do I even start. I have only experimented with polygons, nothing else.

Tutorials would be great, especially videos.

(PS, I'm still trying to learn how to texture my models, but I haven't figured it out yet. Those of you trying help, I thank you.)
 
Okay, you're right. I deserved the shun to Tutorials thread. I apologize.
 
I don't think you did, You were asking a perfectly legitimate question about the best way to go about character modelling from scratch using XSI.

I don't know the answer though...
 
archvilell said:
Okay, you're right. I deserved the shun to Tutorials thread. I apologize.
Lol, no need. It wasn't meant as an insult, it was jus the best I could do, you wanted tutorials:)
And I think you should use polygons, because that is what games use I think, thats what games use, or was it triangles, or is that the same.
 
he was reall just asking for advice on the matter.
you should use plygon based modeling for games unless ur considering normal mapping in which case use whatever technique u wish to make it high res and then make the lowpoly one with polygons.
if ur comfortable with splines its a really neat way to model but i dont recomend it for lowpoly work. its usualy used for making organic things or objects with curves like cars so it would be good for a character.
 
find or draw a good reference picture and then start making it part by part from 8 sided cylinders adding lots of subdivisions and then selecting the edges and moving them and resizing them to fit with you concept and you should have a character in no time. the more you do it the better you will get.
 
Cool. okay guys. Thats what I needed to hear. I'll get to work sometime.
 
Splines is 3dsmax specific, forget that. Nurbs is just pointless. Go for polygons if you plan on putting it in-game, or subdivision surfaces, if you plan on rendering it.
 
how i start of with a character:

1. set up a plane as reference with a picture on it
2. create a cylinder (14 sides) and devided about 6 to 8 times (thats for the leg)
3. shape up the leg as the ref. then add a symmetry modifier on it
4. do the hips/middle part so it fits/joins nicely with the symmetric model
5. start the feet/shoes
6. and then jacket/body/arms/ whatever, this just goes on and on ;)

so basicly i start with 1 cylinder (leg) 1 block (shoe) 1 cylinder (body/jacket)
 
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