thanks for all the comments about my model. funky bunnies is right, its based on the freedom of teach model. i don't have the actual model just the poster. this thread on cgtalk is what got me started on it. i guess this is called an ecorche... http://forums.cgsociety.org/showthread.php?t=509909
thanks for the additional reference suprore. my ref doesn't show some parts too well.
[ QUOTE ] @renardin- Heard of smoothing groups? I see none. Or does renegade not support them? If not, you can split the edges and achieve the same effect.
Could also just be your render.
Hope that GDI symbol on the hovertank isn't mirrored exactly on the other side. Would be... unfortunate.
[/ QUOTE ]
It's not mirrored. And I am not a 3d artist. I do only the texture work, I would be happy to show you more once we can chat.
All that remains are the planes for the hair. Any tips on determining the placement?
[/ QUOTE ]
might come off as a little offensive, but i guess someone has to say it...
have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?
have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?
have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?
[/ QUOTE ]
What do you mean by basic forms?
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He means which he said. Forms (shapes, etc) which are basic (simple, big, essential).
Art is hard. Quit looking at this like ceegee, and start looking at it like art. You're starting to show potential, but if you wanna get good you need to step back and take this seriously. Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.
Jaco - I agree with Davision. Very cool from the side, but the front doesn't carry the same dynamics. The horns from the front also drop down like they were affected by gravity instead of having a nice sweeping motion.
[ QUOTE ]
Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.
[ QUOTE ]
[ QUOTE ]
Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.
[/ QUOTE ]
I don't really understand that, can you clarify?
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... Your model looks like a guy in a coat. Dante looks like this . Rectify.
What are you trying to make a super low poly dante, or a recreation of dante in DMC3? Because you are either too hipoly for a low poly and way to low poly for a game recreation model.
At this point id say making a super low poly dante would be better suited for your skills.
and actually, what i meant was get a firm grasp of the shapes that make up a person, before moving onto actual characteristics, try modeling a series of blank, or generic heads, lots of hands, lots of torsos etc. until your models start to actually resemble how a human really looks.
once you understand how the human head is made, like the bone and muscle structures, not just the face. and you can make your heads look like some of those portraits, you'll have an understanding of how likeness art works, and you can move onto recreating characters.
finally getting a chance to mess with zbrush 3, and trying to get a better handle on anatomy. i started using a base mesh arshlevon posted a while ago, thanks! i totally messed up his hands trying to use transpose, and i need to make the level of detail all over the model more consistent.
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last time I checked, (I am a man) male humans have penises. no one will mind if you model him whole
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I use the term mid-poly all the time
Not coming down on you or anything gir, but I doubt most people here have modeled anywhere near as many heads as that in our entire careers. Maybe he should get experienced with the basics before doing something like that.
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it's cool Per don't worry. at the end of the day we all have our own way of learning, but at the same time, there are definately things you should try to learn first, all i was trying to get at was that he doesn't seem to know how a head should be built, and that exercise could help...
i modeled a whole lot of them myself, just for the experiance, i did about 15 or something...
I think you should tone down that texture for your dumpster. It looks like a texture you just colored green I don't think you'd have the same kind of run marks on the back.
That dumpster need alot more love before id call it done. Get it so it looks good with just diffuse then make a spec map for it.
Not color green add three signs and a tag then overlay a metal dripping texture and call good. Its never good when someone can see the exact texture you used to overlay, at least mask out parts of it...
The tag on the back also doesn't look realistic. Its an incredibly pristine, un-weathered, bright white, that doesn't appear to show any of the underlying texture of the dumpster.
More progress on this guy, it started as a simple head for a timelapse, and i added him a full body ^^. This render is with the low res subdiv model, still much detail to go.
Still gotta do more work on the arms and head... cloth folds are fairly random too, couldn't find much good reference of that sort of material/clothing style.
Replies
Could also just be your render.
Hope that GDI symbol on the hovertank isn't mirrored exactly on the other side. Would be... unfortunate.
thanks for the additional reference suprore. my ref doesn't show some parts too well.
All that remains are the planes for the hair. Any tips on determining the placement?
First woman I modeled in Max.
@renardin- Heard of smoothing groups? I see none. Or does renegade not support them? If not, you can split the edges and achieve the same effect.
Could also just be your render.
Hope that GDI symbol on the hovertank isn't mirrored exactly on the other side. Would be... unfortunate.
[/ QUOTE ]
It's not mirrored. And I am not a 3d artist. I do only the texture work, I would be happy to show you more once we can chat.
DMC3 Dante
All that remains are the planes for the hair. Any tips on determining the placement?
[/ QUOTE ]
might come off as a little offensive, but i guess someone has to say it...
have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?
Heh Spitty, looks like were both using the Ortho's from Freedom of Teach Except my base mesh manifested itself to this:
have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?
[/ QUOTE ]
What do you mean by basic forms?
[ QUOTE ]
have you thought about learning to model in general, rather than trying to copy existing characters? it seems like you still don't have a firm grasp of basic forms yet, so why move on to something so difficult right away?
[/ QUOTE ]
What do you mean by basic forms?
[/ QUOTE ]
He means which he said. Forms (shapes, etc) which are basic (simple, big, essential).
Art is hard. Quit looking at this like ceegee, and start looking at it like art. You're starting to show potential, but if you wanna get good you need to step back and take this seriously. Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.
Jaco - I agree with Davision. Very cool from the side, but the front doesn't carry the same dynamics. The horns from the front also drop down like they were affected by gravity instead of having a nice sweeping motion.
Slaught - lovely low-poly woman
Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.
[/ QUOTE ]
I don't really understand that, can you clarify?
[ QUOTE ]
Don't make a vague man with dante's hair and sword, if you want dmc's dante. Make dante. His arms, his torso, his legs, his feet, his face, etc.
[/ QUOTE ]
I don't really understand that, can you clarify?
[/ QUOTE ]
... Your model looks like a guy in a coat. Dante looks like
this . Rectify.
At this point id say making a super low poly dante would be better suited for your skills.
Is mid-poly a word?
It's something simple, i know, and i also have some models like this, very similar.
If you want to see the process, a timelapse in modo, check this post in my blog: http://www.blog.whiteblaizer.com/wp-content/uploads/2007/10/lagartija001.jpg
Getting better?
Is mid-poly a word?
[/ QUOTE ]
no
and actually, what i meant was get a firm grasp of the shapes that make up a person, before moving onto actual characteristics, try modeling a series of blank, or generic heads, lots of hands, lots of torsos etc. until your models start to actually resemble how a human really looks.
also, my advice would be to try modeling every single person on this site:
http://www.heads.thnom.com/
once you understand how the human head is made, like the bone and muscle structures, not just the face. and you can make your heads look like some of those portraits, you'll have an understanding of how likeness art works, and you can move onto recreating characters.
I think I'll try to finish him..
finally getting a chance to mess with zbrush 3, and trying to get a better handle on anatomy. i started using a base mesh arshlevon posted a while ago, thanks! i totally messed up his hands trying to use transpose, and i need to make the level of detail all over the model more consistent.
[/ QUOTE ]
last time I checked, (I am a man) male humans have penises. no one will mind if you model him whole
T.Cruise ?
brainstorming some ship designs for a dogfighting game a friend and I are starting to work on.
I use the term mid-poly all the time
Not coming down on you or anything gir, but I doubt most people here have modeled anywhere near as many heads as that in our entire careers. Maybe he should get experienced with the basics before doing something like that.
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it's cool Per don't worry. at the end of the day we all have our own way of learning, but at the same time, there are definately things you should try to learn first, all i was trying to get at was that he doesn't seem to know how a head should be built, and that exercise could help...
i modeled a whole lot of them myself, just for the experiance, i did about 15 or something...
based on a horny toad and velociraptor.
around 40mn from ref,
I think I'll try to finish him..
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pearse brosnan?
Lol, thats the truth.
Once I get enough of them rendered I'll add em to the scene for a final nice presentation.
Not color green add three signs and a tag then overlay a metal dripping texture and call good. Its never good when someone can see the exact texture you used to overlay, at least mask out parts of it...
BTW that better be your number on that sign...
I mean... if he did he should be fired immediately...
hmmm.?? Maybe that's my problem
I think he just rendered it at 1 iteration. Not that he actually used the tesalated mesh for the game model.
Looks sw33t !
Still gotta do more work on the arms and head... cloth folds are fairly random too, couldn't find much good reference of that sort of material/clothing style.