Forum: 3D Modeling


Subject: What I've learned since my first humanoid

replicand opened this issue on May 11, 2009 · 74 posts


replicand posted Thu, 11 June 2009 at 7:12 PM

 This mesh is the basis from which other characters will be sculpted. For my pilot project I have already five of the six required characters.  The only real morphs will be facial expressions and pose space deformers. In contrast to the DAZ meshes, this one is meant to be specific on a per-character basis.

The original design goal (thread entitled: My First Humanoid) was to have a reasonably photo-realistic character which is light on system resources. So minimum morphs and light poly weight were key design elements.

Light poly weight has three advantages in my workflow: rendertime subdivision smoothing,  relatively fast rigging and fast SSS.  Rendertime subdivision smoothing doesn't require your base mesh to be heavy but it renders as smooth as a "real" subdivided mesh. Low number of polys also speeds (weight mapped based) rigging. Finally, Renderman calculates SSS by creating a 3d texture map derived from the mesh for radiance; using such a map on Vicky 3 required five hours per frame which I feel is unacceptable compared to the one minute is currently takes. So yes, most times low polys are undesirable but not always.

It was never my intention to distribute it. I would consider it if there was any interest. The male would need a different face though because I would not force the public to use mine :)

Oh yeah, I haven't UV mapped it yet but I have considerable practice. Also textures will be "air-brushed" rather than photographed. While I collect my last few pennies for Mudbox (which is far more intuitive than ZBrush and has features I'll never use) I will do hair and cloth tests.