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#16 |
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New Guy
Join Date: Jan 2011
Location: Netherlands
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Alright,
I went ahead and started working on the legs (Even though the concept isnt quite finished she still has a Human body so it should be fine, also I was aching to start modelling something.) Now I don't have a lot of experience at all and even less with organic modelling so some help would be appreciated. I'm not quite sure about the knees as I have never really rigged something before and I have no idea how to go about making joints and stuff. I also get the feeling it missing ''form'' or ''definition'' or something like that. ![]() This is what I got. The knees are obviously not going to work. Maybe I should make more edge loops there or something. I just hope I can learn all this stuff fast enough before the war has ended. Again, thanks for taking the time to read my humble thread and feel free to comment! ![]() |
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#17 |
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Registered User
Join Date: Jul 2008
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Well the obvious question is are you working on a base mesh that you will be sculpting on in zbrush or mudbox? If you are then this mesh is a good start and you should worry too much about it so long as everything is good and square. I prefer to create a fairly simple base mesh to sculpt with then when I am happy I redo the entire mesh.
However if you don't plan on doing some sculpting I recommend taking an extreme amount of time and care in your modeling watching tutorials on organic modeling and experimenting until you have the right mesh for you.
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#18 |
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New Guy
Join Date: Jan 2011
Location: Netherlands
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No I don't plan on sculpting although I wish I was able to...
This whole thing really is kind of a gamble for me though because I haven't got a clue how this is going to turn out. I might spend most of my time redoing stuff and experimenting but thats what makes it fun I guess! I am hunting for good tutorials for a while now... I might buy one if I can cough up the cash. If you have any recommendations that'd be great. Cheers |
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#19 |
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Registered User
Join Date: Jul 2008
Posts: 334
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I don't know what sites you have been to or anything like that but you might try this site which is great for low poly work. http://www.poopinmymouth.com/tutorial/tutorial.htm
Keep in mind though that you have 12.5k triangles to work with so you can loosen up and add extra polys and edge loops for added detail and probably be doing a bit better.
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#20 |
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Registered User
Join Date: Mar 2011
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It looks like...
Hi ! Cool idea !
But it looks like the Xelor characters in Ankama Wakfu game... no ?! ![]() ![]() |
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#21 |
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New Guy
Join Date: Jan 2011
Location: Netherlands
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Hey they do kinda look alike!
Well they both have armor combined with a ''mummy'' look but I actually got that idea from some other reference images I have. But then again, the whole gears and arrow things are just the first things you think of when you think ''time''. Actually, these might make good reference images themselves so if you don't mind me using them... |
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#22 |
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Criticism Fairy
Join Date: Jul 2009
Location: San Francisco
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Hey man, great conceptual start.
I would say sword #4 has the best handle, but it'd be nice if you could work in some of the neat blade flares that 1 and 2 have. Also, if you're looking for good tutorials, I recommend browsing through eat3d's stuff, they have some fantastic tutorials (for a price). Also, I can't recommend this dvd and this dvd highly enough. You'll find they're a bit expensive, but I swear there's more information in these 2 dvds than you can get from 2 years of college. Good luck, hope this helps! |
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#23 |
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New Guy
Join Date: Jan 2011
Location: Netherlands
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Hey SnappedStrings thanks for the comment!
I will definitely check those tutorials out. Those two DVD's are awefully expensive though, but if they're really that good me and some friends could pool some money and buy it together. Cheers! |
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#24 |
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Registered User
Join Date: Nov 2010
Location: USA
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Great concept, I think time is particularly valuable to those of us in the digital art industry. Seems like if there were just 8 or 12 more hours a day... I could get so much more gaming done.
Something cool I learned in a 'Philosophy of Religion' class is about the difference of eternal and everlasting. I got a C in that class, so I don't remember exactly how it worked, but it had something to do with God needing to exists in time in order to interact with people that exist in time. So all of his talking to Moses proves that he's everlasting, not eternal. Or maybe I have that backwards.... Anyway, I think you might be able to incorporate that as a limiting factor in your concept for this character. Does she exist inside time, or outside of it? Or can she jump in and out at will? |
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#25 |
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New Guy
Join Date: Jan 2011
Location: Netherlands
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Well dayum,
I had so much school work lately I could hardly get anything done on this thing. To make matters worse I kinda got stuck already. I'm not sure if the polyflow is good and I am having trouble making the limbs look less like simple tubes as well. ![]() ![]() I just can't seem to get, you know, ''definition'' into the model. This whole model is probably not going to end up anywhere near the poly limit as well but that's worry for later I guess. Anyone got tips on how to make for instance the arm look like it actually got muscles? Thanks everyone and good luck! |
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