Sir-Knight
29-11-2007, 07:45 PM
okay, this model is from 2-3 years ago from my last attempt at learning max (then max6) almost uninstructed.
I did my best with tutorials but in the end there were just too many questions and frustrations with no answers especially in rigging. So I recently started up 3d again in house for my work to be productive in my downtime.
I'm looking for critiques and some in depth explanation of what I did wrong or what I can do better. This model for all intents and purposes is considered finished, if I'm going to fix anything it will be in a redo. Some topography issues may be present as I was using a toon shader at the time, so now without the toonshader, the coloring/texturing will be kinda odd.
Also I almost had it completely rigged (albeit crappily) until I dropped the mobile hard drive I had it stored on. I was able to recover the mesh of some of the stuff I was working on, lost a few props, lost the rig, lost the facial morph targets I had started to work on... :crazy:
Started out with this character:
http://dreamers-ink.ca/gallery/albums/sketches/feliciarotation2.jpg
ended up with this (fairly high res) (http://dreamers-ink.ca/gallery/albums/3d/feliciaoldrender.jpg) btw, I've got a separate wireframe render overlayed on top of a normal render... is there a better way to show wireframe on a textured model?
close up of the face mesh (http://dreamers-ink.ca/gallery/albums/3d/feliciaoldface.jpg) I had a heck of a time trying to figure out a way to do hair the way I wanted it, and even in the end, I didn't end up with something I was satisfied with, and couldn't find any tutorials on a way that I wanted. Would the better solution have been to extrude it off the head? Or model it separate from a patch or plane and attach it as an element?
my interpretation of overlapping clothing over joints (http://dreamers-ink.ca/gallery/albums/3d/feliciaoldjoints.jpg)This was one of my main questions... if 2 types of clothing overlap each other, how does one model it? In this case for the shoulder pads and every seam that met with a different surface (clothing layers, skin) I extruded the faces inwards, shrank the edge loop and extruded it back out... I wasn't sure if that was the right way to do it, but seemed like a good idea at the time.
here's a link (http://dreamers-ink.ca/gallery/thumbnails.php?album=7) to the gallery of the remains of all the stuff I was working. Lost the file for the psg1 and the long version of the g36 :cry: before I could even texture them.
I've since gone back and played with trying to reduce the number of polys and cleaning it up so the mesh shown here and the mesh shown in the gallery will have some slight differences, however I think at this point it's just as good an idea to start over with all the knowledge that I gained from this attempt and a few others since then.
Anyway, I'll leave it at that, feel free to dig into it, I'd like to hear everyone's thoughts.
I did my best with tutorials but in the end there were just too many questions and frustrations with no answers especially in rigging. So I recently started up 3d again in house for my work to be productive in my downtime.
I'm looking for critiques and some in depth explanation of what I did wrong or what I can do better. This model for all intents and purposes is considered finished, if I'm going to fix anything it will be in a redo. Some topography issues may be present as I was using a toon shader at the time, so now without the toonshader, the coloring/texturing will be kinda odd.
Also I almost had it completely rigged (albeit crappily) until I dropped the mobile hard drive I had it stored on. I was able to recover the mesh of some of the stuff I was working on, lost a few props, lost the rig, lost the facial morph targets I had started to work on... :crazy:
Started out with this character:
http://dreamers-ink.ca/gallery/albums/sketches/feliciarotation2.jpg
ended up with this (fairly high res) (http://dreamers-ink.ca/gallery/albums/3d/feliciaoldrender.jpg) btw, I've got a separate wireframe render overlayed on top of a normal render... is there a better way to show wireframe on a textured model?
close up of the face mesh (http://dreamers-ink.ca/gallery/albums/3d/feliciaoldface.jpg) I had a heck of a time trying to figure out a way to do hair the way I wanted it, and even in the end, I didn't end up with something I was satisfied with, and couldn't find any tutorials on a way that I wanted. Would the better solution have been to extrude it off the head? Or model it separate from a patch or plane and attach it as an element?
my interpretation of overlapping clothing over joints (http://dreamers-ink.ca/gallery/albums/3d/feliciaoldjoints.jpg)This was one of my main questions... if 2 types of clothing overlap each other, how does one model it? In this case for the shoulder pads and every seam that met with a different surface (clothing layers, skin) I extruded the faces inwards, shrank the edge loop and extruded it back out... I wasn't sure if that was the right way to do it, but seemed like a good idea at the time.
here's a link (http://dreamers-ink.ca/gallery/thumbnails.php?album=7) to the gallery of the remains of all the stuff I was working. Lost the file for the psg1 and the long version of the g36 :cry: before I could even texture them.
I've since gone back and played with trying to reduce the number of polys and cleaning it up so the mesh shown here and the mesh shown in the gallery will have some slight differences, however I think at this point it's just as good an idea to start over with all the knowledge that I gained from this attempt and a few others since then.
Anyway, I'll leave it at that, feel free to dig into it, I'd like to hear everyone's thoughts.