View Full Version : Character: Elf/Alien (nude polygons)
16-02-2004, 02:16 PM
I know youíre wondering how itís both an alien and an elf, itís because when I get far enough Iíll remodel the hands, feet and part of the legs to turn it in to an alien in a story of mine. This is the second time Iíve modeled this character (the alien) and the second person Iíve modeled. This is also the second time Iíve ever posted my work on a board like this, so if the images are too big and take too long to load, let me know and Iíll fix it. I feel like a mouse among men, but here it is.
the body (perspective) (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/body%20(perspective).jpg)
These would be the two problem areas I've come across.
face (front) (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/face%20(front).gif)
face (left) (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/face%20(left).gif)
face (perspective) (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/face%20(perspective).jpg)
the butt (back) (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/the%20butt%20(back).gif)
the butt (left) (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/the%20butt%20(left).gif)
the, well, it's not really the butt any more if it's the front (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/the%20butt%20(front).gif)
16-02-2004, 05:03 PM
you've got some proportion problems there, it's sort of hard to see your pictures, get better lighting and render in front and side views
otherwise good job
you can delete those faces where the eyeballs are and stick some in :D
16-02-2004, 05:03 PM
where are the smoothed ones?? will you try a realistic thing?? what app are you using??
16-02-2004, 05:12 PM
I'm using 3D Max 6, I'll have those renders and such later tonight. I'm also going for realistic, or as realistic as I can make.
16-02-2004, 05:38 PM
Schwartz, i will wait for the smoothed version before make any C&C... about doing a realistic model, do you have enough knowledge on texture/lighting?? if not, you will have to study very hard because i will request it... :D
waiting for updates....
16-02-2004, 07:00 PM
if you use 3dsmax just go off and download that e-light maxscript thing, it'll light the scene for you and make it look like the generic clay material
16-02-2004, 08:38 PM
Lighting, I'm not so good at, don't know much about maxscripts, but I'll figure out how to use that e-light thing. Texturing...right...I can map things but as for making the texure...
left side (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/008smoooth(left).jpg)
The project I'm working on where this will actually be an Elf, she'll be the common foot soldier or archer, since I need to work on that first, the insane detail isn't important quite yet.
17-02-2004, 05:15 AM
imo the head is boxed/squared... can i see the back??
17-02-2004, 05:34 AM
I actually haven't started shaping the back of the head yet.
17-02-2004, 10:27 PM
Here you go, for some reason I thought you meant the back of the head. I'm still trying to figure out if I'm getting e-light to work, I've never used maxscript before.
the back (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/010back.jpg)
18-02-2004, 01:49 AM
when hpslashluvr talk about e-light, i go off and download it to see if it is really good... well, i think it is... fair... not a gorgeous iluminaton, but help a lot the noobs (put me on it... :D)
about the model, imo there is a lot of work to do... but the most important is that the proportions are right.... just keep tweaking...
keep it up....
18-02-2004, 07:30 AM
I know right now the heads too big, I'll scale that down later.
18-02-2004, 12:43 PM
is where you download e-light. yeah it doesn't work wonders but hey it lights up your scene somewhat evenly with one click! :p just run it (under the maxscript pull-down menu) and click "create environment light".
18-02-2004, 04:02 PM
I downloaded it, I just didn't know how to use it, I guess I missed the gigantic "create lighting setup" button.
18-02-2004, 04:32 PM
Here's an update
head (perspective) (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/011floatinghead.jpg)
18-02-2004, 06:13 PM
there is some weird folds... are you using sketch? did you use box or spline modeling?
18-02-2004, 07:47 PM
hi Schwartz, well, looking at the side view of your character I noticed it seemed a little boxy. you shouldn't be able to see a square like from in your wire when you look at a face sideways. I also see some faces that aren't quads, n-sided and triangles. In organic modeling and especially surfaces to be animated it usually is to be avoided since it will warp the material/light. You should try to aim for quads (4-sided poly's) throughout your model. I think the side of her face needs to be pulled back. I hope this helps a little.
18-02-2004, 11:19 PM
RodrigoRosa: A sketch for a referance picture? No, I have pictures from 3d.sk. I'm also box modeling.
MrArmless: I know all about quads, I'm a senior in college and have made it through intro to 3d, advanced 3d, and character animation. That's all my school has on 3d, unfortunatly we use 3d Max and the professor knows Lightwave. I'll post a wire frame tomarrow, I have to get some sleep before my first class.
Thanks for the feed back, both of you. The head is not done by the way, I'm close to having the face done though.
19-02-2004, 03:24 AM
use a box to model a haed and have it not squared is complicated... i would use the spline method do to the head (did you make the Joan D'arc tutorial?)....
well, just keep tweaking.....
19-02-2004, 12:00 PM
render a closer front and side view, it's hard to critique when it's in perspective only b/c often mistakes are not seen, looks good tho
19-02-2004, 01:09 PM
Ok, here's an update on the head. I've played around with it a bit. I know it's squarish from the front, I'll get to that soon enough.
left side (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/013siderawr.jpg)
19-02-2004, 01:53 PM
weirds fold on the cheek... and the left site is a little squared too.... try using some human references
20-02-2004, 01:08 PM
Here are my personal opinions, feel free to challenge them.
EDIT: not sure if you understand what i wrote about the nose, the arrow isn't exactly pointing to the right place, it's the part under the nostrils, on your model it is completely flat and I don't think it should be
20-02-2004, 01:17 PM
Same to this, just personal opinions, you don't have to follow them. Sorry if the quality isn't great :D I used MSPaint to edit your pic.
20-02-2004, 01:18 PM
oops the pic
20-02-2004, 07:39 PM
hpslashluvr, Thank you very much for the input, I've put a bit of work in with out an update so some of those might have been delt with already, like the crease along the side of the nose. I've kinda started at the front and am working back, that's why the side of the head is flat looking. I'm going home this weekend so there might not be an update for a little while.
12-03-2004, 11:52 AM
The project was not dead, it was just on hiatus, while I went to Ireland for a class.
Any ways, here are some updates on the head.
Yes, I know about the dimple like things, no they aren't supposed to be there, I'll try to fix that for the next update.
12-03-2004, 12:28 PM
Here's something you can do about the eyes to make them look less bulgy - just select the edges that make up the eye area and press shift, then pull them back (into the eye cavity where the eyeball should be). Then scale it a little, so that from the front view it goes in a bit and then shift-pull the edges again. That way, the eyeball doesn't look like it's being pushed up against the socket. Also, leave some room for the little tearduct thing (dunno what it's called) where you can model it later.
The edge of your head needs to be less square, maybe round out the upper part just a bit. And as always, feel free to ignore my comments....they're prolly wrong. :p
15-03-2004, 02:13 PM
Ok, I should probably tell you that this is the break off point. What you see in that link is the elf version, which will be a bit lower poly than the alien and is also due a lot sooner. This is supposed to be a generic elf warrior and generic elf archer. Some things like toes will not be modeled because the feet will be in boots any ways. Since the elf is due Tuesday there wonít be many updates, but Iíll post a finished model.
full body perspective (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/elf_004.jpg)
Suggestions are still welcome.
12-04-2004, 12:39 AM
Well, since there were no suggestions... I'll post the fhinished models, well the elf versions at least. After they are rigged they will be used in an animation for my "Team Projects" class. Currently they're already mapped, and awaiting textures to be done by some one who isn't me because I can't texture. The alien and another character I've decided to base off of this model are still inprogress.
The difference between the two elves is the one with the armor is a soldier and the one with the btown armor is an archer, there is also a slight difference in the helmets too.
And here are the pictures:
archer body (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/archer body.jpg)
archer face (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/archer face.jpg)
soldier face (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/soldier face.jpg)
I'll post updates for the other characters when they start to look different from these.
12-04-2004, 05:28 PM
Not bad But the render is ... Bright.. wooohej :D
try to make the colors more.. darker :>
13-04-2004, 08:55 PM
I turned the lights down some, I think they look better.
archer body (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/archer body 2.jpg)
archer face (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/archer face 2.jpg)
soldier face (http://thunder.sslsecure.com/idontkno/miscellaneous_stuff/chyne/soldier face 2.jpg)
I have learned two things from this class project, one, I hate bipeds, and two, I hate groups. I'll post updates as I get them, well, make them rather.
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