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3 Dimensional Chat / my first human

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ozzi mad boy
16
Years of Service
User Offline
Joined: 25th Nov 2008
Location: Western Australia
Posted: 21st Feb 2009 09:09
i have just finished my first ever human (not textured atm tho)
it took me roughly 6-7 hours (im still a beginner at modeling)
please post some C&C to help him and me get better

(here is the steps of the WIP)

Step 1 (basic outline)


Step 2 (adding muscles and feet)


Step 3 (forgot to take step 3 screen shot sorry)

Step 4 (finishing touches)


Step 5 (complete and with Total objects: 31 surfaces: 3093 vertices: 2952)



http://www.afrokid-fps.co.nr
lazerus
16
Years of Service
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Joined: 30th Apr 2008
Location:
Posted: 21st Feb 2009 13:59
hmm the face looks okay but can i see a wire frame of just that please. sort of zoomed in

try this site for anoatomay
http://www.anatomyplz.com/

ozzi mad boy
16
Years of Service
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Joined: 25th Nov 2008
Location: Western Australia
Posted: 21st Feb 2009 14:54 Edited at: 21st Feb 2009 15:03
thanks, its not realy that detailed (he is ment to wear a tatty tux)

[Edit] here is the head you wanted (i made it seperate ant with hornes it totals 415 poly)


and here it is Un-Subdevided



http://www.afrokid-fps.co.nr
Sid Sinister
19
Years of Service
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Joined: 10th Jul 2005
Location:
Posted: 21st Feb 2009 21:31
Hmmm... Not bad for your first human-like model.

I think your model is stuck in limbo between not having enough poly's and having too much. Let me explain.

The goal with doing a low poly model is to make it in such a way that is had the least amount of poly's while still preserving the detail. One of the ways in doing this is to make a high poly version of the model and then mapthe detail from the high onto the lower poly model through normal mapping. This makes it look high poly while still maintaining low poly counts.

The most common problem I see with new comers to 3D is that they think the subdivide/turbosmooth option is a cure all. These modifiers are only to be used to supplement good edge flow (edge flow is how the edges on the wireframe naturally flow around the model). Translation? If you don't have good edge flow, when you go to smooth it and make it more high poly, it's going to suck.

All in all, the form of your model isn't bad. But the amount of poly's you have, and the edge flow, is where you really need some work.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
lazerus
16
Years of Service
User Offline
Joined: 30th Apr 2008
Location:
Posted: 21st Feb 2009 23:57
Yay ac3d only just noticed it lol, try this then if you dont got it,

http://www.povray.org/beta/POV-Ray%20for%20Windows%20v3.7%20beta%2031.msi

povray rendering, it fit in to ac3d it took me a while to figure that out lol

enjoy ill browse around what remains of my anatomy refs see if i can spare a few

=Acid=
15
Years of Service
User Offline
Joined: 10th Feb 2009
Location: Australia
Posted: 22nd Feb 2009 10:22
Hmm Good attempt for first Character, But you seriously Need to work of a Reference image. Do that first and as you get better you don't need it as much.
heyufool1
15
Years of Service
User Offline
Joined: 14th Feb 2009
Location: My quiet place
Posted: 11th Mar 2009 22:51
The model looks good but i think the hands could use some work. They should be more one piece then just flaps hanging off of the arms as they are now, but overall good work!

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