Well, I have been hanging arround here for a while now and I got Max 8 and Zbrush 2 a few months ago. Having just moved country I didn't have time to learn how to use max. Things have calmed down a bit now so I have had some time to go through some tutos (thanks Poopinmymouth, your tuto really helped me find my way arround max). Up till now all I have done 3d wise was patch together bits of models to come up with something origional looking (using Milkshape 3d). So without further blabber, here is my first ever model from the verts up
Still very much a WIP but crits and tips SERIOUSY welcome.
I know the back is too narrow and I have some serious work to do arround the breasts but I was so proud of myself I had to show ya'll
I never expected it to come out so well. 5 hours in
[edit] thats not counting the three days of doing tutorial exercises lol.
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The lower half? They look right next to my referance image... Altough the top is disproportionate, I am not done with it yet. I will look at the bottom when the top is right, it might just be the top making it look odd. I'll post an update when I have done it and you can tell me if it still looks off.
Looks nice so far. The top is coming out nicely, you might want to check out the proportions on her lower half. Good stuff. Mmm..breasts.
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You were right, I just didn't see it. The knees were too low. Fixing it now
Update.
Also, she seems like she's tipping over forward. Other than that it looks ace.
Could you use a little less "in your face" colour for little 'o me? :P
How do I change the colour without messing with materials?
Soemthing tells me its your first just in max, most wouldnt shell out $3000 before making a single model.
either way its pretty good.
The top of the rib cage seems that its the same width as the bottom, I would reccomend widening that up a bit, also will make the breasts look better.
its my first model from the ground up, I have made patchwork models in milkshape3d using bits of other models and I only started messing with that 3 - 4 months ago. I broke the bank getting Max AND Zbrush 2 but I needed them for a mod and I have been meaning to learn 3d modeling for years I figured it would be best to buy the best, I didn't want to learn an older version only to have to learn new features once the old version starts to limit me. Always buy the best if you can, it saves money and time in the long run.
I will look at the ribcage now, thanks.
Crits welcome, I am learning so don't hold back. I think I have all the loops :?
It took me about 3 hours to get this far.....
Biggest immediate I see problem is the mouth/lips area. That, and overall it's a very masculine looking head.
I figure someone else will be able to give you more in-depth critique.
I am still tweaking with it and I will be adding the ears soon, I have made them but not attached them yet.
It was harder to attach than to model
Update
Looking pretty good to me
Now for the hands.....
The thing that bothers me most about the meshflow that fa. on the legs you have alot of unnessesary horizontal spans that don't define to much. (you can see what it looks like smoothed esspcially in the knee area) I would focus more on the flow that creates the forms you really want.
Like if you look at your model now it is not to exiting yet, the hiparea is to flat and to high up, the ass is saggy and undefined (unless you are useing a ref from a rather ugly women) the whole character is a bit boring.
I would say check out how to create harder edges, bulgy forms, variations from thin to thick fa. and you will achieve more convincing results and combining technical learning to.
Of course standard, check out human anatomy, facebuild, proportions (esspecially them) etc. to work on the actual feel of the model.
Keep it up
I will look at the hips and proportions, thanks for the crits
I am still tweaking but as I said this is my first character model and I am not sure I know what to look for in regards to mistakes. I am currently trying to get rid of unnessessary polys but any other tips?
Done the hands, now for the hair then on to texturing.....
First I need to read though some UV and unwrapping tutos.
Poops tutos are great but I am having a nightmare of a time avoiding streching on this model. Did I do someting wrong?
Oh, I should have said before, this is my first CHARACTER model, I made a bench using Poop's tutos first
try doing UVs by doing portions, or regions, then stitch them together with target weld in the UV editor, theres a video of Bobo doing a head like this somewhere...
That won't get it perfect, but it will make it so you won't go insane. Personally, I enjoy unwrapping models.
I am doing it from 4 different angles at the moment, front, back, 45 between back and front, 45 between front and back. Its not stretching so much now but it will be REALLY bad when I get to the face lol.
Thanks for the tips, keep em comming
but here: UV Help
I am still getting a feel for max so things you guys do without thinking take me a while to figure out
Still, this model has taught me a lot obout using max, modeling and meshflow to say the least
Thanks for all the crits guys I will post my progress as I move along. I am not doing hair on this model (at the moment at least) I want to make armor and a helmet for it
Here is a test skin I have been working on for about 15 mins or so
Deleted because it was horrible
Here is a render of what I have done (without texture) to the model.
Crits?
I HATE UVs aaaaaaaaaaaaaaaaaaaahhhhhhhhhhhh
Poops tutos are great but I am having a nightmare of a time avoiding streching on this model. Did I do someting wrong?
Oh, I should have said before, this is my first CHARACTER model, I made a bench using Poop's tutos first
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Two words "Pelt Mapping". Learn it, live it, love it.
And yes that is a grossly dense mesh for any game, new or old.
Max's Pelt Mapping won't avoid stretching and the relax tool is wonky as hell. I don't unwrap stuff in max anymore, blender's unwrapper is much more acurate and faster.
Ironbearxl, thanks but I am still learning max, and blender is a whole new beast. One app at a time lol. Still I will look at the unwrapper in blender, the app is free so I won't need to fork it to check
Daz - I just want to see if the engine can take a 21000 polly model. I will use the LPM as the actual character. If the the game can take 21000 pollys then I can to some degree get arround the lack of bump map support, well at least for important characters (NPCs) in my mod.