|
|||||
|
|
#1 |
|
Peter Salvatore
|
Mav
Hi all
I decided to start from scratch, here are the updates and the referances that I am using Peter ![]() ![]() ![]() ![]() ![]() ![]() |
|
|
|
|
|
#2 |
|
Peter Salvatore
|
![]() ![]() ![]() ![]() |
|
|
|
|
|
#3 |
|
Is portfolio-less
Join Date: Jul 2007
Location: MA, USA
Posts: 514
Thanks: 17
Thanked 19 Times in 19 Posts
|
Fantastic improvement. Keep it up
__________________
My Character Creation Thread |
|
|
|
|
|
#4 |
|
Available for Freelance
|
+1 dude
|
|
|
|
|
|
#5 |
|
Peter Salvatore
|
thanks guys
more updates Peter ![]() ![]() ![]() ![]() |
|
|
|
|
|
#6 |
|
Addicted to 3D
Join Date: Jul 2008
Location: Sweden
Posts: 1,572
Thanks: 64
Thanked 79 Times in 77 Posts
|
Looks way better Peter
![]()
__________________
Rolex Daytona - WIP: http://forums.3dtotal.com/showthread.php?t=83457 |
|
|
|
|
|
#7 |
|
Peter Salvatore
|
thanks mstandar
more updates Peter ![]() ![]() ![]() ![]() ![]() |
|
|
|
|
|
#8 |
|
Is portfolio-less
Join Date: Jul 2007
Location: MA, USA
Posts: 514
Thanks: 17
Thanked 19 Times in 19 Posts
|
Nice steady progress. Only crit is that you included his hair in the back of his head. Round out the very back of the head a bit and it will look great.
Kudos to the huge improvement. Make sure you keep taking your time and getting a nice clean result. Edit: In my own opinion, a grey standard material allows you to ignore the coloring and focus on the topology instead. Also, if you go to Render -> Environment then you can change the render background color to something lighter so you can get a good look at the actual silhouette of your object. Helps us out in our critiques as well. Edit#2: Also, your wireframe looks good, but as you get into your model some more, it's going to look jumbled. Follow these steps to make a nice wireframe presentation shot. 1. With the move tool selected, SHIFT + Click your model. 2. The clone object window will appear, click ok. 3. With the cloned mesh selected, add a PUSH modifier in the modifier roll out (found on the far right) 4. Set the PUSH amount to something around .13. 5. Press 'm' to bring up the materials window, create a new material and make it into a wireframe material and apply it to you mesh with the PUSH modifier on it. 6. Change the color of that material to something lighter or darker than your original mesh, that way the wire sticks out more. 7. Feel free to make the wireframe material thinner This will make for a nice smooth render shot you can use to show us your model's topology. Hope it helps!
__________________
My Character Creation Thread Last edited by setschaos; 12-05-2012 at 01:17 AM.. |
|
|
|
|
|
#9 |
|
Registered User
|
Hello there Peter. This is much better than before
Keep it up..with no practise there are no masters..Here is another technique for creating wireframe renders, using composite material ![]() http://www.mrbluesummers.com/1318/vi...rame-rendering I think its very fast and efficient. Put that material as an overriding material inside max so you dont have to assign it always again and again Good luck |
|
|
|
|
|
#10 |
|
Peter Salvatore
|
thanks pavolsky
![]() ![]() ![]() ![]() ![]() |
|
|
|
|
|
#11 |
|
Wait, whut?
|
One thing i'm wondering Peter. When you're modelling, are you doing it oolygon by pgolygon, or do you start with likd, a cube and cut into it the lines that make the topology? Because, doing it poly by poly is much much slower and more complicated in the long run.
It's nice to see your progress dude.
__________________
-- Schedules are made to be behind something -- -- Deadlines approach logarythmically -- |
|
|
|
|
|
#12 |
|
Peter Salvatore
|
Hi Tekneek
I do poly by poly ya it takes a bit more time rather than doing maybe with box modelling |
|
|
|
|
|
#13 |
|
Available for Freelance
|
nice to see people supporting sir peter salvatore now
![]() keep it up dude |
|
|
|
|
|
#14 |
|
Peter Salvatore
|
more updates
![]() ![]() ![]() ![]() ![]() |
|
|
|
|
|
#15 |
|
Is portfolio-less
Join Date: Jul 2007
Location: MA, USA
Posts: 514
Thanks: 17
Thanked 19 Times in 19 Posts
|
your modeling looks good but take a moment to go back and shift the polygons around to bring the anatomy back to where you want it. This is one of those reasons why I suggested working in lower polygon budgets first so you can go back and change any details you want.
Take a look at this picture to get a good idea of the male proportions. Excellent progress, definitely better than your previous thread. You are making GREAT progress!
__________________
My Character Creation Thread |
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|