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#1
Ambaryerno

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As part of Arms and Armor I will be redesigning and modeling armor as well. Towards this end I thought I'd address the issues with the female bodies at the same time, so here's my rough model on the human female:

Posted Image

I should be able to alter the proportions and height as needed for the Elf and Dwarf bodies as well. I'm taking a more athletic approach here, so less busty, more fit. Couple issues:

1) Still needs work around the abdomen. I have an idea of what I need to do, it's just a matter of doing. I think adding a bit of a crease from the crotch working up across the hip on each side will help shape that part better.

2) I realize the game's arms aren't raised parallel to the ground and the legs are more spread. This was done for simplicity of modeling. Unfortunately, I'm finding lowering the arms without the shoulders getting all buggy a bit of a problem....

3) TBH, I can barely DRAW people, much less model them. If anyone with more experience here is willing to help out with adding the bones and and modeling the armor and clothing and UV maps for all it would be MUCH appreciated.

Contact me for details.

#2
DarthParametric

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You'd be better off tweaking one of the existing naked meshes than making a new one from scratch. You'll have much less drama down the road trying to mate it with head morphs and utilise existing animations.

Modifié par DarthParametric, 23 décembre 2009 - 05:57 .


#3
Ambaryerno

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From what I understand, trying to alter the meshes could cause even MORE headaches with how the vertices attach to the bones. Take a look at the issues that have come up with trying to use DATools to rescale creatures.



As far as head morphs, all that's going to take is modifying the neckline of my new mesh to work with the head morph mesh. That's what I did with the hands and feet (I used the nude models as a shortcut there, and modified my mesh to attach).

#4
ChewyGumball

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What DATool does when scaling is not the same as modifying a mesh in 3dsmax or the like and then reexporting. The vertex weights and bone positions/rotations are all assigned correctly in a modeling program, not so in DATool.

#5
Ambaryerno

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That being said, rearranging vertoces only really works when you're not making significant changes to the original mesh. Fixing the common complaints about the female bodies and--MUCH more to the point--remodeling the armor is going to require a LOT more significant alterations than just moving a few vertices around.

#6
Olywen

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Why are you even messing with the bodies I think they look fine you must have a lot of time on your hands....lol

#7
Olywen

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PS.



The boobs looks gross hehe

#8
Ambaryerno

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What's wrong with them?

#9
ChickenDownUnder

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What reference pics are you using? http://www.foundatio...7-10-622768.jpg
  • Going by what I can see of this angle of the model one of the things lacking is a collarbone.
  • The arms look a little too long, especially the lower arms. Make sure you have a clear idea of where the elbow is supposed to be.
  • The knees look round all the way around; they're only supposed to have a bump (or two) in front, then a crease/indent on the back; makes for easier animation.
  • Females especially have some lower spine curvage going on, and while I can't see it from this angle, it looks like the upper half of the body is leaning forward. A spine problem, not because of the pose.
  • People may be able to help you more if they can see how you are laying down the polygons.
[*]There is also a program called Virtual Figure Drawing, that has 3D models you can look at and draw/use for reference to give you a few ideas as well.

Modifié par ChickenDownUnder, 23 décembre 2009 - 09:02 .


#10
Ambaryerno

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ChickenDownUnder wrote...

What reference pics are you using? http://www.foundatio...7-10-622768.jpg

  • Going by what I can see of this angle of the model one of the things lacking is a collarbone.
  • The
    arms look a little too long, especially the lower arms. Make sure you
    have a clear idea of where the elbow is supposed to be.
  • The
    knees look round all the way around; they're only supposed to have a
    bump (or two) in front, then a crease/indent on the back; makes for
    easier animation.
  • Females especially have some lower
    spine curvage going on, and while I can't see it from this angle, it
    looks like the upper half of the body is leaning forward. A spine
    problem, not because of the pose.
  • People may be able to help you more if they can see how you are laying down the polygons.
  • There
    is also a program called Virtual Figure Drawing, that has 3D models you
    can look at and draw/use for reference to give you a few ideas as well.


Part of it I think is that it's a small picture, so some of the details may not be showing up.

The collar bone is there, I just may need to make it a bit more pronounced.

I'd made one adjustment to the length of the arms, but can adjust them further.

The knees are only at the front half, the don't go all the way around to the back.

There is a curve to the spine there, especially down nearer to the hips, although I may need to bring the shoulders back a bit.

I'll check out that app and see if that helps.

#11
Ambaryerno

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Posted Image



Made a couple revisions here. I uploaded this to my FTP instead of the project page, so if it's too small try opening it in your browser by the link.

#12
ChickenDownUnder

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Ambaryerno wrote...


Made a couple revisions here. I uploaded this to my FTP instead of the project page, so if it's too small try opening it in your browser by the link.



Posted Image

#13
Ambaryerno

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I'll take a look at some of that:



Slim the inner thigh and calves, rotate the leg so it's more centered, remodel with your line along the abdomen and bring the upper body back slightly. I'm keeping the smaller breast, tho, as that's the figure I'm aiming for.




#14
Never

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I know you're still working on it, but I'd rather use this unfinished one than the human one Bioware gave us! >.>

#15
ChickenDownUnder

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Lol, I'm aware that bigger breasts is just wishful thinking on my part. ;)



But yeah, even if you don't change anything it is already better than the basic nude model the game has.

#16
Ambaryerno

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Fortunately for you all I'm a perfectionist and never satisfied with a damn thing I make, so I WILL be making some of those revisions. ;-)

#17
Ambaryerno

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Posted Image



Made several revisions. Haven't done anything with the detail at the throat yet, but have adjusted the line of the collarbones.

#18
Apolyon6k

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you should take into account that BW added that nasty neckless to avoid lines when adding the head.

#19
A1x2e3l

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That being said, rearranging vertoces only really
works when you're not making significant changes to the original mesh.


What program are you using?

In Max vertex weights transfer can be achieved with few
clicks using skin utility:

http://download.auto...tility_150k.mov

Blender, I guess, has
something similar: scripts - copy bone weights.
Skin modifiers in Maya and XSI are also very robust.

Why are you even messing with the bodies I think they
look fine you must have a lot of time on your hands.



+1. I also prefer originals.
IMHO it is only worthwhile to model with such shape quality (I am not talking about polygon numbers):

Posted Image

http://img.photobuck...ed_censored.jpg

 :)

Modifié par A1x2e3l, 24 décembre 2009 - 06:02 .


#20
Ambaryerno

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I'm using AC3D. I'm sure I'm going to need to load it into something like Milkshape to finish it off. Unfortunately I needed to reinstall after wiping my PC and now I can't find my license key. And I can't find a contact link on Chumbalasoft's website to see if they have it on record somewhere. :-P

And FYI: I'm not even TALKING about the vertex weights. I'm talking the outright limitations of trying to change one mesh into another one using only the verts in the original. Trust me, I've been messing around with 3D modeling for a long time, and modifying models by just moving a few verts restricts what you can do.

Modifié par Ambaryerno, 24 décembre 2009 - 06:20 .


#21
DarthParametric

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http://chumbalum.swi...other/email.png

#22
ChewyGumball

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Why would you be restricted to moving verts? There is no such limitation if you import then re export from a modeling program.

#23
Ambaryerno

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DarthParametric wrote...

You'd be better off tweaking one of the existing naked meshes than making a new one from scratch.


That's why I was talking about moving verts around.

#24
tmp7704

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Ambaryerno wrote...

Slim the inner thigh and calves

I'd leave them the way you had it actually, unless you're trying to make a caricature rather than somewhat realistic human figure. The curves there are due to how the muscles are arranged even on the most toned body, it has very little with being "fat"

some reference:

http://imageandme.co...male_body-1.jpg

overall try to work with drawings and pictures rather than with what people tell you. What you'll hear is likely to be influenced by personal tastes and often enough lack of solid understanding of the subject.

#25
A1x2e3l

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From what I understand, trying to alter the meshes
could cause even MORE headaches with how the vertices attach to the bones.

 

And FYI: I'm not even TALKING about the vertex
weights.


To my knowledge “vertex weights” is the way “how the
vertices attach to the bones” with skin modifier. Indeed, sometimes (e.g. with
a wrong skin pose) it is difficult to move skin weighted vertices. Options like
skin utility help a lot in such situations.

The suggestion was to modify (reshape) original meshes
and not to model from the scratch. Yes, sometimes it is necessary to add
additional vertices (e.g. loops for better geometry bending). I am in modding
business for many years using Max and understand your concerns. In case you
have no access to industry standards (Max, Maya, XSI) use Blender or XSI Mod Tool,
both programs are free and significantly more powerful than Milkshape.
Moreover, Blender has working importer/exporter scripts that support DA:O
skeleton/skinned meshes. XSI Mod Tool supports fbx format.

I guess the OP goal of posting WIP pictures is to receive a
feedback including not only positive remarks. Of cause this is a taste issue.

BTW, it would be difficult to model from your pictures
(without side view and bend arms, back view is practicaly redundant; hands are not enough detailed)
one of the most complicated body part – arm-body joint/arm pits.

:)

Modifié par A1x2e3l, 24 décembre 2009 - 09:36 .