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WIP: Demoness

IndieTrannie
polycounter lvl 11
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IndieTrannie polycounter lvl 11
Well, I'm new here. I've been doing my own thing for a while, but now I really think I need to start getting more critique on my works. Please feel free to tear it apart, just try and give me some direction on how to put it back together.

Front and Back, the only views I took with wireframes.
DemonessFrBk.jpg

Some larger pictures:
Front View
http://www.thetagamerz.org/images/DemonessFront.jpg
Back View
http://www.thetagamerz.org/images/DemonessBack.jpg
Side View: http://www.thetagamerz.org/images/DemonessBack.jpg
3/4 View: http://www.thetagamerz.org/images/Demoness3_4.jpg

That little thing floating in the air is the eye socket of the face I just started. I don't have a scanner atm so I can't scan in my concept, it was really just a doodle, so I collaged reference images of various things that I particularly wanted. Basically I wanted jeans on the bottom and a form fitting chemise on top.

I'm using Maya 8.5 PLE, I'm going ot be doing a short film. Since normals maps are damn hard to do in PLE, I'll be making a final hi-poly, 20-70k polygon, version for the final sculpting, but I really want to use this for getting all my UV unwrapping and animating, then copy it across to the second model later.

Replies

  • Default
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    Default polycounter lvl 11
    Maya PLE is a bitch to export from. i had it installed on my laptop while on vacation(had 3D withdrawal symptoms) and everything i made on my laptop stayed on my laptop.

    some tips to help you out:
    1. use the instant mirror technique. special duplicate the model with geometry type set to instance and X scale to -1. it scales the instance over the x axis, and the mesh will update as you change either side(instant symmetry)
    2. really study other peoples wireframes. i see a few broken loops and just a generally messy mesh.
    3. always at least have a solid anatomy reference handy in case you don't understand how something works or should look
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