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#1 |
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Black Label.
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Hi Guys
Long time no post. Anyways heres what I'm working on at the moment, about an hour in 3dsmax. my third attempt at a character. Its 1072 polygons at the moment an I'm hoping to not go over the 5000 mark for the body. The part im battling with is the nose. Im not sure if its worth putting nostrils and stuff or if i can just get away with it in the texture. c+c apreciated. Here are the Wires ![]()
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#2 |
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Awesome
Is it for a game or mod? |
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#3 |
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for a nose like that i would recomend modeling the nostrils. i've had a hard time getting it to look good in texture. the head also looks a little pushed forward in the side view, it makes the neck look like it's in a strange position.
apart from this i think its comming along fine...keep it up ![]() |
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#4 |
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might wanna turn a few edges on the face
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#5 |
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Just a guy
Join Date: Apr 2004
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Hello Freekybevis,
I think what JO420 is saying is to adjust the edges to go with the flow of the face. This will insure proper deformation when animated, if you paln to animate it of course.I took the liberty of altering the image you posted in photoshop, and I hope this helps to illustrate what JO420 is talking about. Other wise then that it is a great start, and I can't wait to see the progression.
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Of all the things I've lost, I miss my mind the most. |
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#6 |
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Even with a fantasy character, it's important to refer to real-life reference.
I threw this image together to help demonstrate my point - The ears on your model are too far forward. They're coming out of the cheek instead of out of where they should. Generally the ears on a human head begin where the jaw ends. ![]() You might also want to adjust where the neck is coming down from the head. ![]() Hope that helps some.
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#7 |
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Black Label.
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ty for the replys guys. ive done a lot of adjustments.
Edit: its 1900 polys so far Nimiety: I dont kw yet. my friend and i wana make a game (hes a programmer) but we cant get animation working in ogre. the skinning stuffs out and limbs start making odd movements. Nibby: I dont think ill model nostrils because im gonna try texture first. if it dosnt work out ill do nostrils. but i think its better on a poly count side of things if i can get the texture to work. JO420 and Sifer: Ive tryed to get the edge looping better. its difficult though and something i can deffinately improve on. Athey: thanks man. Ive tried to get the anatomy a bit better. I think it was stuffed up in the begining cause i didnt model from any reference pics. I just started modeling straight. heres an update. the hair is just tempory, i wanted to try and get an idea of what style i wanted. im going to remodel it as one piece. Some Wires Renders ![]()
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http://jarredlunt.blogspot.com/ Last edited by Freekybevis; 31-03-2005 at 12:08 AM.. |
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#8 |
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Just a guy
Join Date: Apr 2004
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Hey Freekybevis,
Nice work on adjusting the edge flow, it looks much better. I'm really likeing the torso it's a real good start. Keep the updates coming your doing a great job. Also is that 3ds max your useing?
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Of all the things I've lost, I miss my mind the most. |
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#9 |
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I like how the hair looks. Definately not the kind of hair you see every day.
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#10 |
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Black Label.
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heres and update. still a lot of tweeking and a little detailing to do. and. omg. arggg. hands.
ive only got one prob so far and thats that i feel shes got a snout more than a nose. ty for replys. ![]() ![]()
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#11 |
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hey, this hair is looking very cool!
Firstly i was thinking it was a male char. But it turned out very nice girlish. this kind of modeling attracts me very much! keep going in there mate. |
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#12 |
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her face is very masculine... try softening a lot of the curves.
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#13 |
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hey mate, i think this rendering really cool, i know its only for showing the basics of the character, but tell me how to do that, i'm tired of rendering those Grey models full of strange shades and a black BG. Whats the actual hint that would work for maya(with or without MentalRay) ^^
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