and the reason it looks so dense is because of the amount of detail I'm trying to put into getting the hands to come alive, not there yet but textring should help
Even without the meshsmooth on, those hands still look too dense. Kinda hard to tell with the way you show your wires though. It'd be a lot easier to crit if you show your work with smooth+highlights and edged faces turned on.
I think it might be a lot easier and efficient to get the kind of detail you are looking for by taking your model into ZBrush and then generating a normal map from your high res mesh.
Studying anatomy like crazy will certainly help too :thumbup:
RawTalent, I think the two most important things you need to learn now is:
1: Scrap work and start over nomatter where you are in regards to it's completion.
2: Use concepts and pictures for reference and follow them to a T. Nothing looks right if you just keep looking at it, you need to compare, at all times, from as many angles as possible.
I suggest you scrap what you have so far and start over. Get a solid folder of good reference pictures for hoodies, hands arms, legs, etc. and take your time.
If you want good results you spend a lot of time on it. Being fast comes later, much later.
I think you should do away with meshsmooth and concentrate on pure poly modelling, even meshsmoothed objects need a nice and neat topology and its just not there at the moment. I would say set yourself a polylimit, like 500 tris or something and try to make that work. The smaller the better really.
concentrate on your silhouette and the overall edgelflow so you have the structure there to support an animatable mesh. NO MESHSMOOTH!!!!!!
Agreed, start with low poly making sure your edge-flow is well spaced and clean, then work your way up to smoothed surfaces. you are skipping ahead too soon here and its creating bad habits. Also do not show just show your wires as they appear in wireframe, show them with back-face culling, or wires on shaded, it is impossible to see what is going on when you can see the wires on the back side of the model as well.
I know it can seem like a pain in the ass relearning everything, I have been going through the same thing over the past 2 years, it sucks but the people on here really really know their shit, if you listen to them you will improve faster than any class Ive ever come across.
Also it might be helpful to start with lowpoly weapons/ props as they are pretty fast and easy to crank out. improvement on such assets will help you overall.
But without meshsmooth it looks so low poly so how to do I get a nice smooth looking model without it?
Meshsmooth doesnt make a model. You get it smooth with good edgeflow, a good silhouette and smoothing groups, I would honestly learn this stuff before even touching meshsmooth as even meshsmoothed models NEED a good topology underneath. Then if you want to turn it into a meshsmoothed asset then clever use of edgeloops will help to define edges and give you that polished look you are after.
It may also help to know what you plan on doing with this stuff, is it just meshsmoothed/subD geometry you want or are you wanting to make a normal map from it or just a simple diffuse only?
I'm 16 and unfortunately self taught, so I scrapped the shirt from before, this one is modelled from reference pictures and I have taken some more time on it, personally I believe it is better than my previous attempts, but I guess it's not what I think that matters whilst I'm still learning
Good, Im glad to see that you are starting with more simple stuff, people makes tshirts like the one you want to make with Zbrush mostly, you must have alot of experience to make the folds out of Geo and make them look good. start making low poly stuff and go up little by little by adding more detail and more polygons in each new model.
Thanks, yeah I figured from the crits given that something a little lower poly for a character was a better idea, I have now finished unwrapping and texturing him too
Looking nice so far. The thing that stands out to me the most is the harsh shift between the snow and the path texture. If you are planning on keeping this in 3ds Max, you should check out some vertex painting to get a nice blend between the textures. It's really easy to do and gives some nice results.
Sean, cheers I've been meaning to look into that transition , and yeah I have used Zbrush but I could never get the results I wanted, I may get to grips with it properly soon though
ic, I love using max for hard surface, and zbrush for organic. Can't beat zbrush with a wacom.
I do like your snow scene you have set up so far. On the snow I would just put an alpha map over the "Opacity" slot in max and fade
out the snow towards the road. Or vice versa
Looks pretty good Bam, didn't know you were on Polycount! Loving the Zombie, looks really cool, a great improvement over your previous models. One question though, why is the render so blurry?
Looks great Bam, I'm loving the graveyard! Amazing how some simple vertex blending can make that whole scene look ten times better! Great to see how well you're getting along with Max
(I won't mention the program we used to use...)
What engine are you planning on putting that scene into, SA? IV, now that collisions are supporte? Or is it purely for animation purposes?
Replies
Why are those hands so dense?
Here's a wire before mesh smoothing,
and the reason it looks so dense is because of the amount of detail I'm trying to put into getting the hands to come alive, not there yet but textring should help
and here's an update on the hoody
Studying anatomy like crazy will certainly help too :thumbup:
Keep at it
You only need to Use more concepts and make your models cleaner, Imitate Life, Copy everything you see!
1: Scrap work and start over nomatter where you are in regards to it's completion.
2: Use concepts and pictures for reference and follow them to a T. Nothing looks right if you just keep looking at it, you need to compare, at all times, from as many angles as possible.
I suggest you scrap what you have so far and start over. Get a solid folder of good reference pictures for hoodies, hands arms, legs, etc. and take your time.
If you want good results you spend a lot of time on it. Being fast comes later, much later.
Good luck further!
concentrate on your silhouette and the overall edgelflow so you have the structure there to support an animatable mesh. NO MESHSMOOTH!!!!!!
I know it can seem like a pain in the ass relearning everything, I have been going through the same thing over the past 2 years, it sucks but the people on here really really know their shit, if you listen to them you will improve faster than any class Ive ever come across.
Also it might be helpful to start with lowpoly weapons/ props as they are pretty fast and easy to crank out. improvement on such assets will help you overall.
Meshsmooth doesnt make a model. You get it smooth with good edgeflow, a good silhouette and smoothing groups, I would honestly learn this stuff before even touching meshsmooth as even meshsmoothed models NEED a good topology underneath. Then if you want to turn it into a meshsmoothed asset then clever use of edgeloops will help to define edges and give you that polished look you are after.
It may also help to know what you plan on doing with this stuff, is it just meshsmoothed/subD geometry you want or are you wanting to make a normal map from it or just a simple diffuse only?
I will Borrow some words from Cat Stevens
"Just relax, take it easy.
You're still young, that's your fault,
There's so much you have to know."
"I was once like you are now, and I know that it's not easy,
To be calm when you've found something going on.
But take your time, think a lot"
Keep up the good work. I'd recommend you make time to work on your drawing skills. I've found it improves my 3d work exponentially.
and thanks for being supportive
http://www.3dtotal.com/team/Tutorials/vertex_paint/vertexpaint_01.php
I do like your snow scene you have set up so far. On the snow I would just put an alpha map over the "Opacity" slot in max and fade
out the snow towards the road. Or vice versa
and I can't help thinking he looks like Noel Gallagher
Ludix (Cold Fusion 33 from GTAF)
Keep up the good work!
Ludix (Cold Fusion 33)
and here's a small gameplay video, it's junky controls but it's a start, I suck at Java Script
[ame]http://www.youtube.com/watch?v=bzQzyc6l5bI[/ame]
[ame]http://www.youtube.com/watch?v=_uQkpgX8Brs[/ame]
Edit:the green guy with thefro in the purple suit.