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891580 Posts in 33550 Topics- by 24787 Members - Latest Member: millyquezada

June 20, 2013, 02:23:57 AM
TIGSource ForumsDeveloperCreativeArt3D thread
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poe
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« Reply #1680 on: July 04, 2012, 01:51:32 PM »

Only recently started on 3D and this is my first foray into texturing...took way, way longer than I'd have thought...


Reminds me of pokemon for some reason. Looks very nice and quaint. :D
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« Reply #1681 on: July 04, 2012, 03:17:33 PM »

My first real at doing character modelling. He's the main character from my graduation film idea.

Just have to UV him, and learn how to rig him.



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Halcyon
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« Reply #1682 on: July 04, 2012, 10:18:22 PM »

^ Nice work thus far, could you show the wires? To me he is a little too boxy, maybe work on smoothing him out a little. The anatomy on the arm (especially the shoulder/underarm area) looks quite strange to me also, if you aren't already I suggest using some reference to work with it.

Keep up the work, look forward to seeing what you do with him.  Hand Thumbs Up Left Wink

Only recently started on 3D and this is my first foray into texturing...took way, way longer than I'd have thought...


Cool work, nice simplistic style. And yeah texturing can easily take a lot longer then you think it might.  Grin
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SolarLune
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« Reply #1683 on: July 04, 2012, 11:02:43 PM »

Looks something like Schnitzel from Chowder (a Cartoon Network), particularly the arms. Maybe you could use a screenshot of him as a reference.

I think the rope around his waist doesn't dig deeply into his shorts enough - the top should flop out more, or the rope should go in and out of the shorts.

Anyway, it looks cool - what exactly is he? Is this for a game?
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gamegeek12
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« Reply #1684 on: July 05, 2012, 02:01:33 AM »

@Halcyon, Here's the wireframe, it's quite annoying not matter what I do, I can't seem to smooth him out... I think i might just take him into Zbrush to smooth him out possibly. Also now you mention it, the anatomy on the shoulder is off... problem is that I do want him kinda cartoony but I might actually tweak that so it merged more off with his torso so that he works anatomically. Thanks for the advice!


@SolarLune, He's for my 3rd year Graduation film idea.
I haven't seen Chowder before but i'll have a look at him.
Also with the clothes, I'm planning on having a look at dynamics to make them more cloth like plus i'm not 100% on the rope so it might be subject to change. Thanks though!
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Aquanoctis
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« Reply #1685 on: July 05, 2012, 02:15:27 AM »

Thanks y'all

@Ishi Yeah, I originally did have a drain on it actually! But I took it out because it mucked up the UV and, only being a beginner, I couldn't work out how to sort it  Concerned

@gamegeek Triangles! Looking good though. I'd inflate his upper chest slightly as it looks a bit sunk.
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gamegeek12
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« Reply #1686 on: July 05, 2012, 02:39:04 AM »

@Aqua, I've just discovered my biggest problem isn't the triangles but is actually the fact that I've managed to make about 200 faces with 5 sides on them somehow D':
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Geti
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« Reply #1687 on: July 05, 2012, 04:30:26 AM »

No, he's saying triangles are good. Your model is entirely quads in areas where it doesn't need to be.

If you're using blender, then ctrl+T and alt+J will triagulate your mesh and then convert as many faces as it thinks make sense back into quads. Doesn't look like it though Tongue
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gamegeek12
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« Reply #1688 on: July 05, 2012, 04:49:23 AM »

I find that confusing... as I've always been told that I need to ensure I use Quads as much as possible, from my tutors and tutorials online and magazines and to try and stay away from triangles (also I'm using Maya).
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biomechanic
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« Reply #1689 on: July 05, 2012, 05:02:07 AM »

The first screenshots make it look like there's subdivision applied, in which case quads are generally "better" (allowing the use of edge loops, subdividing more uniformly and predictably) and you would only want to use triangles where their side effects (pinching and such) are the intended result or not visible.
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errik
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« Reply #1690 on: July 05, 2012, 08:02:17 AM »



This was super sweet, really clean design and nice colors. The only thing I reacted to was that the light effect in the window is turned the other way then on the other windows  Smiley
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Aquanoctis
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« Reply #1691 on: July 05, 2012, 09:15:58 AM »

Aah Errik I hadn't noticed that! Ugh, that's gonna bug me now...

@Geti Yeah, like Biomechanic pointed out I wasn't saying the triangles were necessarily bad but that there are non-concealed triangles that could cause pinching when rendered. Smiley
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errik
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« Reply #1692 on: July 05, 2012, 11:20:24 AM »

@Aquanoctis Haha sorry, but i really like anyway.

Please make a small scene with some houses and whatnot! Grin
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Geti
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« Reply #1693 on: July 05, 2012, 09:43:39 PM »

Ah, I see, I see. I generally don't do subd work so I'm not up to par with the nuances of it. Apologies for the bogus advice Shrug
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Ree
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« Reply #1694 on: July 06, 2012, 05:53:18 AM »

Only recently started on 3D and this is my first foray into texturing...took way, way longer than I'd have thought...


That is incredibly inspiring. Now I want to head home and get to work on some models of my own. very nice and clean.
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