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#1 |
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D3
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Hard Surface Advice.
Ive just been thinking.
Ive been trying to improve all around the board in various skills and ive done a bit of hardsurface recently. But whenever I go back to work on the model I cant stand even having it on the screen in front of me. Its not what I want its not even close to what I want. Tell you what I did. Made a very rough outline mesh in xsi. Imported into Zbrush to develop the shape further. Retopologised it and exported it back to XSI Put the pieces together in XSI. Is there any techniques that I could use or is my method of using ZBrush and topologising it out bad or should I be starting with a clear defined detailed sketch of what i want or am i just a terrible modeller. Or am I being too ambitious in doing a helmet or am i being too hard on myself by comparing myself to this http://vimeo.com/5738519
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Softimage User. ------------------------------------------------ University Project--FINISHED Nadir-- WIP
Last edited by Krallis; 25-03-2010 at 07:49 PM.. |
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#2 |
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Threadjacker
Join Date: Aug 2008
Location: United states
Posts: 730
Thanks: 4
Thanked 8 Times in 3 Posts
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Number one, the design of the helmet reminds me of ALF. Number two, I think it would be best if you worked out of z-brush to get a defined look that you like, then once you've got the look, (if you want) you can take it into z-brush. For hard surface, I think that traditional modeling is probably best. Number three, I don't think you're wrong to try and compare yourself to someone better. (I'm also working off of that tutorial) Y'know, surround yourself with whom you wish to be like.
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#3 |
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D3
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Thanks.
From here I can see 3 approaches I can take to improve this. A. Do lots of props and objects B. work hard on a character and not give up til hes perfect. C. Find someone to do a series of small competitions with working on things like props or weapons or parts fo armour etc. Is there anything else I can do or should I pick one of these three.
__________________
Softimage User. ------------------------------------------------ University Project--FINISHED Nadir-- WIP
Last edited by Krallis; 26-03-2010 at 03:19 PM.. |
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#4 |
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The Vousiest
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Throw B option to trash bin, because this is the fastest way to hell, and even worse, to quit 3D, never touching it again. When starting 3D (or when starting everything), it's best to try different thing to find out what suits you the best. Start with small projects you know you can accomplish. Trying to build "the perfect character" without any previous experience is devastating for your self-e-steem, because you will be doing a lot of mistakes and going back and forward just to fix them isn't exactly funny thing.
You know, learn to walk before running Olympics. I bet a lot of people will agree with me that doing characters is one of the most trickiest thing in CG. The proof is that in game studios, characters are made by senior artists with tons of experience. So, A and C is great idea, B too but later. As far as C goes, check my signature, there is link for low-poly challenge, usually week to two to work on entry. You will be more than welcomed there :-)
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I am offended by hidden sexual meanings. |
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