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3 Dimensional Chat / My Current WIP Model

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Kieran
18
Years of Service
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Joined: 6th Aug 2006
Location: Hamilton, New Zealand
Posted: 17th Jul 2007 11:52 Edited at: 17th Jul 2007 11:59
Hey i've been modelling for about a month or something but not much of that time was actually spent in a modeller...anyways I decided to share this with you guys, see if I could get some feedback, whether it be good, bad or constructive criticism.

Here is my model so far.





The polygon count so far is around 800. (thats tris not quads)

So far these are the parts I realise need work
- Cutting down a few polys
- The hands... they just suck
- The Feet need a bit of work
- The legs could do with a slight tweak

Any other feedback is appreciated

Manic
22
Years of Service
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 17th Jul 2007 14:01
just a quick crit before i go on my lunch;
1. he has no crotch
2. he's very blobby
3. he's too rigidly posed.
4. the shoulders will collapse the moment you animate them
5. the legs are too long, and you've over spent polys compared to the rest of the model.
6. the arms are too long

The model has a certain degree of flow, which is good, but you need to mimic muscle flow if you want it to look right.

keep it up, read some tuts and look at some professional wires

Manic

I don't have a sig, live with it.
Blobby 101
18
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Joined: 17th Jun 2006
Location: England, UK
Posted: 18th Jul 2007 18:26
Quote: "2. he's very blobby"

is there something wrong with being blobby?

-Blobby 101


thanks to deathead for the sig!
Projects: alien abductor-5%
Seppuku Arts
Moderator
20
Years of Service
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 18th Jul 2007 19:08
I'll second Manic's crit. The flow is good as he said, you may need to do much in terms of geometry, but you'll need to move sets of vertices, faces and edges in to the right places to mimic human anatomy to get it all looking great. Also, I'll mention on the hip area, I don't think that's a good idea like that - no offense by that area looks badly done - as my computer for modelling etc. has a busted monitor, I'll just dig up an image I drew to demonstrate the hip works for someone else.

Your legs/hips can be represented by this image:



This is what I would have done:

Extrude from the side faces and point them down, rather than working from the bottom one and having to split up faces and mess up some of your geometry to make it work.


Hope it helps.

Hakuna Matata
Brain111
17
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Joined: 5th Feb 2007
Location: In my own little world.
Posted: 18th Jul 2007 21:57
It's looking good, it just needs a few things sorted out.

The first thing that I noticed was that the arms were not the same. Out of the two, I'd say the one on the left (our left not his left) is the best, so I would duplicate that. In Blender, you would just select that and hit Shift+D. Then, you can scale it along the X axis to a value of -1 in order to invert it to face the other direction. This will mess the shading up, so you will have to go to Mesh=>Normals=>Flip.


Probably the better way to go:

Another way you could do this, if you want to, is to select the entire right half of his body and delete it. Then, over on the right side of the buttons window, there is a button that says Add Modifier. You can click this and choose "Mirror" in order to make a perfectly symmetrical version of his body. That way, you will only have to do everything once, and you wont have to worry about accidentally making stuff different on each side of his body. Make sure that you increase the Merge Limit enough that the mirrored vertices that are close to your other ones will join together.

Anarchy Burger - hold the Government!
Kieran
18
Years of Service
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Joined: 6th Aug 2006
Location: Hamilton, New Zealand
Posted: 19th Jul 2007 07:45
@Maniac
Ok, thankyou for the tips

@Blobby101
of course not

@Seppuku Arts
Oh I see, thats a good idea thanks for the advice

@Brian111
Sorry you are just seeing the arm differently because the model is on an angel It was duplicated like you said. When I flip a half then connect it, I just press ctrl+n and recalculate all the normals to be the same.

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