I did a character model and I'm getting relatively close to finishing it, however I'm sure things could be done better, this is where I come to you for help :P
Yes, oh my god, it's a furry... Thought it'd be fun to challenge myself with something familiar (IE: My avatar) The reffrences are below. Please tear it up, redline it if you want, whatever... Basicly, make me better... :P
oh no it's you again go back to your guns and wads i liked those
however on the serious side, your edgeloops suck and are uneven, you've got a really poly heavy elbow in focus and nothing else is defined it seems. You're better off scrapping your work and starting over, and focusing carefully on edgeloop placement as well as porportions (those are some tiny arms). Poop's tutorial is good, and so is that korean guy's who I unfortunately forgot off the top of my head but however the pictures in his pdf rocks
hmmm its reaLY hard to tell about your mesh flow from that one render try and get a larger more upclose render http://www.mojo2k.com/portfolio/mummywire.jpg here is an old pic from my portfolio to show what i mean, to get the black lines (i use 3dsmax) i clone my geometry, put a push modifier set to .1 onto the clone, and then add a black wireframe material on it, having the wire visible realy helps people see your mesh flow, and thus comment on your model.
You have intersecting geometry where it shouldn't be (shoulderpads clip into the torso, for example. Either keep them separate or join them with the torso) and WAY too many polies on things like the elbow and kneepads. The tail has too many sides while it could use a row of verts towards the end to smooth out the silhouette. The lower legs have unnecessary edges in them.
Looks like a good start, and you have a good concept to build on. Did you draw it?
The knee and elbow pads probably don't need all those polygons. Little things like the knee/elbow pad straps could be done with the texture if you want to lower your polycount. Speaking of which, do you have a target polycount? Looks like a ~3000 triangle (final) model.
Thanks for the crits guys, gonna re-work this tonight and post the results in the morning before I leave for work...
As of right now i'm not working with a poly limit, however i'd like to keep this low poly (as I would LIKE to import it into UT 2k4 [just for fun and learning experience])
Unfortunately my drawing skills are FAR below anything like this... haha, i'm sure it shows in my anatomy. Cindy Raimey did the concept (www.poecatcomix.com) neat site...
Thanks again *runs off to maya*
Hey Cheap, maybe you can help me... I know this part is more you're realm of expertise... I'nm starting on the wings and This is what I've got so far... Please be brutal
This is how I remember: Think of the wing as a normal arm, wth the fingers (particularly the pinky) extending down to make the whole wing. I model this the same as the normal arm, similar deformation, only up, back and coming out of the shoulder blade area.
Cholden's reference image is a good one. I'd also suggest looking at some references of feathers and the way they
Wings are one of the most brutalised structures in all of art. Almost nobody knows how to do them right.
General things to know about wings:
- The bone structure is similar to that of an arm (as cholden said)
- Unless it's an insect-like wing, the base of it *must* connect broadly with the side of the animal. This is one of the most common mistakes I've seen made (and you have). A bat's wings are connected to its feet!
-Feathers are stiff and are spaced in different ways depending on the environment of that creature. A creature that soars for long periods of time will have a long, narrow wing (like a gull or an albatross). These animals will usually be bad at taking off from the ground and not very maneuverable. Likewise, a maneuverable winged creature (like a robin or a bat) will have relatively short, stubby wings. You'll find varying degrees of this throughout the variety of winged creatures, but that's your general rule.
You can go for what looks the best, just make sure you do it right.
Thank you for the reffrence images... Its 8 and I gotta go to work, I made another set this morning... http://img.photobucket.com/albums/v126/S...ff/de7b3e50.jpg
Any c/c is appriciated... I think it follows more along the lines of avian bone structure but I'm sure you guys will check sum me... At least I hope so...
looks pretty good so far Timber. I've got a few crits for you.
- make sure you model your character in a "relaxed" pose. That is, with their arms and legs slightly bent, and their fingers curled. It helps provide weight and mass to your characters and helps out later when you go in later to add in bones and joints.
- As they are now, your character's hands are very flat and spatula-like. Hands, in their relaxed state, have a curve to them. Best thing you can do is study your own hand and see how it looks when you relax it.
that's all I've got. keep it up, it's coming along well.
One thing that I noticed with the fingers is that you have quite a few poly's in them. Now, that's good if you're going to be focusing on the hands often, but otherwise, you might want to find a way to cut down on the detail. I've been surrised with how well I can get a finger to bend despite it looking like it doesn't have enough detail.
Replies
however on the serious side, your edgeloops suck and are uneven, you've got a really poly heavy elbow in focus and nothing else is defined it seems. You're better off scrapping your work and starting over, and focusing carefully on edgeloop placement as well as porportions (those are some tiny arms). Poop's tutorial is good, and so is that korean guy's who I unfortunately forgot off the top of my head but however the pictures in his pdf rocks
As for weapons: I didnt stop, just been 'off' for a while... heres my latest effort: http://img.photobucket.com/albums/v126/SirTimberWolf/Shades%20of%20Grey/FAPromo3.jpg
Rhinokey: Something like this help?
http://img.photobucket.com/albums/v126/SirTimberWolf/Model%20Sheets%20and%20story%20stuff/Image9.jpg
Looks like a good start, and you have a good concept to build on. Did you draw it?
The knee and elbow pads probably don't need all those polygons. Little things like the knee/elbow pad straps could be done with the texture if you want to lower your polycount. Speaking of which, do you have a target polycount? Looks like a ~3000 triangle (final) model.
As of right now i'm not working with a poly limit, however i'd like to keep this low poly (as I would LIKE to import it into UT 2k4 [just for fun and learning experience])
Unfortunately my drawing skills are FAR below anything like this... haha, i'm sure it shows in my anatomy. Cindy Raimey did the concept (www.poecatcomix.com) neat site...
Thanks again *runs off to maya*
http://img.photobucket.com/albums/v126/S...ff/3e0e101b.jpg
http://img.photobucket.com/albums/v126/SirTimberWolf/Model%20Sheets%20and%20story%20stuff/Hrm.jpg
http://www.worldbook.com/features/birds/assets/skeleton.gif
Hold up your arm like you're flexing your bicept, point your first out, and open your hand. Again, this just helps me visualize it.
Wings are one of the most brutalised structures in all of art. Almost nobody knows how to do them right.
General things to know about wings:
- The bone structure is similar to that of an arm (as cholden said)
- Unless it's an insect-like wing, the base of it *must* connect broadly with the side of the animal. This is one of the most common mistakes I've seen made (and you have). A bat's wings are connected to its feet!
-Feathers are stiff and are spaced in different ways depending on the environment of that creature. A creature that soars for long periods of time will have a long, narrow wing (like a gull or an albatross). These animals will usually be bad at taking off from the ground and not very maneuverable. Likewise, a maneuverable winged creature (like a robin or a bat) will have relatively short, stubby wings. You'll find varying degrees of this throughout the variety of winged creatures, but that's your general rule.
You can go for what looks the best, just make sure you do it right.
Reference images for you: http://www.birdphotos.com.au/brahminykiteweb/images/BF8C7738%20copy.jpg
http://www.birdphotos.com.au/brahminykiteweb/images/brahminykitehorz.jpg
http://www.birdphotos.com.au/Osprey-Decending%20from%20Above%20copy.jpg
I'd also look around on that site generally.. it's very good for reference.
http://img.photobucket.com/albums/v126/S...ff/de7b3e50.jpg
Any c/c is appriciated... I think it follows more along the lines of avian bone structure but I'm sure you guys will check sum me... At least I hope so...
http://img.photobucket.com/albums/v126/S...ff/a419b2a5.jpg
- make sure you model your character in a "relaxed" pose. That is, with their arms and legs slightly bent, and their fingers curled. It helps provide weight and mass to your characters and helps out later when you go in later to add in bones and joints.
- As they are now, your character's hands are very flat and spatula-like. Hands, in their relaxed state, have a curve to them. Best thing you can do is study your own hand and see how it looks when you relax it.
that's all I've got. keep it up, it's coming along well.