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Reddogg78
09-02-2007, 09:13 PM
Hi everyone,
I'm new to the Forums but always stopped by to see the cool things people were creating....This is my first character modeling attempt for my class....
I go to Depaul in Chicago, Ill. going for a Film Degree.....

I use Maya 8 and I would like to use Z-brush for detail....any C&C would be greatly appreciated....

This model is based on a concept drawing of a Foot Clan Soldier for TMNT game or movie....Don't know the person who drew it but it was not me....
http://img230.imageshack.us/img230/6906/ninjaamphz0.jpg (http://imageshack.us)

Here is my WIP

http://img106.imageshack.us/img106/5978/frontul4.jpg (http://imageshack.us)

http://img212.imageshack.us/img212/5117/backwk7.jpg (http://imageshack.us)

http://img106.imageshack.us/img106/6601/sidegy5.jpg (http://imageshack.us)

http://img106.imageshack.us/img106/1489/lowerbackqf9.jpg (http://imageshack.us)

My Teacher says I have some Tri's but I've been all over this thing and can't seem to find them......Maybe you guys might see something I can't.....maybe my flow isn't good.....but i just extruded for certain muscle....

I don't have to detail muscle in legs if i'm going to make pants right? or is it good practice to do so?

have at it...
Thanks

Crispy4004
09-02-2007, 09:44 PM
Could you possibly post some larger images. It's hard to look for Tris and Ngons when the pics are kinda small.

Also, have you used Zbrush at all yet? If not, I could probably point you in the right direction when it's time to bring your model back into Maya with a displacement map.

BTW, if you do go the Zbrush route, make sure to use do a clean-up > non-foliated geometry and delete extra verts even if you can't find any (select all the verts and press delete) before you take it into zbrush . I learned the hard way, thought you might appreciate the extra info so you can aviod the same mistake I made.

fartbunny
09-02-2007, 11:02 PM
love the concept.. can't wait to see more!

Reddogg78
09-02-2007, 11:27 PM
Its on the Crispy(bigger Images)any particular shoots you need?
I was thinking that the back torso might have the Tri's but I saw only Quads now the flow might be nuts but there quads
Will definitly try to use Zbrush...My queston is when the best time take my mesh to Z-brush...at its basic or when i'm statisfied with that certain level of detail for the body?

O'yeah thanks FartBunny.....lol

I laugh everytime I saw your name....

http://img404.imageshack.us/img404/374/frontzg8.jpg (http://imageshack.us)

http://img404.imageshack.us/img404/9636/backbf3.jpg (http://imageshack.us)

http://img528.imageshack.us/img528/3858/sidehg0.jpg (http://imageshack.us)

http://img54.imageshack.us/img54/8198/lowerbackvd8.jpg (http://imageshack.us)

abstract
09-02-2007, 11:30 PM
from what i can see the lower back and elbow area needs tidying up alot that aside it looks ok.

Crispy4004
10-02-2007, 12:21 AM
Ok I think this is where your tris are:
http://img412.imageshack.us/img412/7007/trisxm9.png
First, it looks like you have an extra vert in the middle that's only connected to two edges. This is a no-no :). Then it also looks like you have a triangle to the left of it, I could be wrong thought, the perspective might be fooling my eye. It almost looks like you might have another rouge vertex on that face too, idk.
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Anyways about Zbrush, it really depends on how you like to work. If your comfortable moving verts around one by one then stay in Maya longer. Some people prefer to get the proportions and the basics of the model perfect before they bring it into zbursh (not me though). In other words use it primarily for adding the fine details.

I like doing the mimimal amount possible in Maya, then move it to Zbrush. That generaly means enough to represent the topology flow. Proportions aren't even that important at this stage, IMO it's much easier to fix that in Zbrush than moving verts around one by one.

Here's the base mesh I started with on my recent project to give you an idea:
http://img266.imageshack.us/img266/5455/picture6av4.jpg
(feel free to visit the top link in my sig to see the end result.)

And another example from the guy making tutorials at schoolof3d.com:
http://img178.imageshack.us/img178/7484/picture2yi9.png

(or you can look at pretty much any low-poly model that's tri free)

In your shoes, I probably finish what you've started by getting rid of the tris and possibly spreading out the verts on the frond side of the face, then go straight to Zbrush. But that's just me, others might recomend a different approuch.

Make sure to check out the schoolof3d.com for some videos that talk more about the workflow.

Reddogg78
10-02-2007, 01:02 AM
Cool Thanks Everyone....Will be Working on soon as I get home....