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Modeling test

Helixx
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Helixx polygon
Hey folks, I'm in the process of doing a modeling test and was wondering if you guys could use your trained eyes to give me a thumbs-up or thumbs-down whatever the case may be. Supposed to be 2000 tris max and I'm up to 1794 and left a couple hundred to use for tweaking after hearing some feedback.
Here's the concept

hv_concept.jpg

Here's where i'm at
hv_screen01.jpg

Replies

  • TWilson
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    TWilson polycounter lvl 18
    looking pretty sweet

    -I wonder what the face you made looks like.
    -The knee geometry looks pretty funky. Some nice edge loops would be better than the angled stuff.
    -The arms could use more accurate shaping.
    -The hands could use more geo and possibly even some fingers -- like an index finger minimum.
    -Can their engine do alpha blending? It looks like thats what you have planned for the fur?
  • Sage
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    Sage polycounter lvl 19
    Try and make the character look exactly like the concept, if it has a hammer you should model it unless told not to so in the instructions. I suggest you try an rig what you have so you can see how it will deform. Judging from your screens your elbows will deform poorly and the area of the back and shoulders will probably do so as well. The proportions on your leg from the knee down seem too short.
    It seems your character is only 7 heads tall. The idealized human male is 8 heads tall. The concepts seems like it would be 8 heads tall if it didn't cut off part of the legs. The arms seem to be bent in an unnatural fashion in front view and he has no triceps.

    Here is a tip, if modeling the arms at weird angle, make an instance of your model, rotate the entire model outside of your subobject mode, until you get the arm in a straight position. Then go back to back to your subobject mode and finish modeling the arm. I would delete the arm and do them over and the same goes for the the knee down. I would get some nice reference of boots in the style of the concept and model them. Get some reference for your arms as well if what you are using isn't good enough. I think you should get more. wink.gif

    Good luck.

    Alex
  • Helixx
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    Helixx polygon
    Hey thanks for the replies guys, I've taken all the info into account and made some very crucial adjustments. I haven't redone the arms but i did make some adjustments. Added an index, reworked the boots and lengthened him out. Made his stomach a bit bigger and added volume to some muscles. Also posted a shot of the face. With all the updates i'm floating in around 1888 tris. With the fur i'm gonna do 2 layers of alphas to hopefully give it a full look. Anyway, I really appreciate the help. I'll keep you guys posted with updates.
    hv_screen03.jpg
  • Helixx
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    Helixx polygon
    Alright guys, need a little help. I can't seem to get the alpha channel to work properly with the opacity on the boot fur. Can anyone explain exactly how I need to setup my texture file so that max will recognize the alpha channel and display it properly in the render. At this point I have a channel with some black areas on it to indicate transparency and they're showing up in the viewport but when I render it out nothing is happening. Any suggestions or can anyone point me to some literature?
  • Sage
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    Sage polycounter lvl 19
    Here is how you set max to see alphas. I'm assuming you are using a tga with an alpha. If so go to your diffuse channel map the Bitmap material has a few sections. Make sure under alpha source that is set to none. sometimes this causes problems. Also check that under Mono channel section that is set to RGB. Copy your Diffuse map to your Opacity channel and make sure it's a copy and not an instance. Under Alpha Source section of the bitmap material set your alpha set that to Image Alpha. I believe it defaults to RGB intensity. Next look at the section where it says Mono Channel Output set that to Alpha. If the transparency still looks like crap try turning Premultiplied alpha that is found in the alpha source section. You need this if you created your alpha in a layer with a black background or you rendered out an alpha from a 3d programs.
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