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View Full Version : 1st demo reel attempt/self taught. C&C plz


poly-phobic
10-23-2004, 05:50 AM
hello everyone. i have been teaching myself CG for the past year and a half, and at the same time trying to get into a cg school... but that process is an entire thread of its own...
but anyways, for the past 3 months i have been focusing mostly on character modeling.
i am trying to make my first demo ree in an attempt to get a job as a character modelor.
now i know most character modeling tend to be textured, but i have chosen not to texture my characters, as my texturing skills are not my strongest strentgh [yet...] . i have talked to many on cgtalk irc and simply maya, and they agree that textured modeled are a plus, but if poor textures will take away from your models details, its just best to do grayscale and wire frame shots and deformations of the characters. in any case, this is what i have thus far. i plan to finish my reel by december. i hope my work is good enough to compete with others outhere who went to school to learn CG and got proper education.
please give me your comments and critics where i can improve on any of my models.
thank you in advance. :)
enough talk

poly-phobic
10-23-2004, 06:04 AM
first character.
one of my early models at understanding topology and proportions. [not necessarily human proportions, but how to keep a model balanced and cohesive.
http://img.photobucket.com/albums/v295/vladimirjp/Shemohorn_renderered.jpg
http://img.photobucket.com/albums/v295/vladimirjp/shemohorn.jpg
http://img.photobucket.com/albums/v295/vladimirjp/shemohorn_wires.jpg



Next character: learnigng more in terms of detailing and scaling, and defining overall anatomy:


http://img.photobucket.com/albums/v295/vladimirjp/mascov_head.jpg
http://img.photobucket.com/albums/v295/vladimirjp/mascov_wip.jpg
http://img.photobucket.com/albums/v295/vladimirjp/mascov_wires.jpg


doing more hero'ish stuff. i leaned toward humans characters.

http://img.photobucket.com/albums/v295/vladimirjp/hoyt_render.jpg
http://img.photobucket.com/albums/v295/vladimirjp/hoyt_wip.jpg
http://img.photobucket.com/albums/v295/vladimirjp/hoyt_wires.jpg

poly-phobic
10-23-2004, 06:07 AM
i learned a lot watching great artists from cgtalk, 3d total and simply maya alike.
this is my attempt at an anatomically correct male figure.
http://img.photobucket.com/albums/v295/vladimirjp/maleComplete.jpg
http://img.photobucket.com/albums/v295/vladimirjp/maleComplete1.jpg
http://img.photobucket.com/albums/v295/vladimirjp/wiresFront.jpg
http://img.photobucket.com/albums/v295/vladimirjp/wiresHead.jpg

poly-phobic
10-23-2004, 06:10 AM
this is a character i modeled for a friend for a project,
nothing major at this point. my second attempt at a non-organic looking figure. i modeled a carbefore that.
http://img.photobucket.com/albums/v295/vladimirjp/heavy_suit.jpg

the male modeling craze continues...
http://img.photobucket.com/albums/v295/vladimirjp/dirtmapTest.jpg

http://img.photobucket.com/albums/v295/vladimirjp/bertrand_done.jpg
http://img.photobucket.com/albums/v295/vladimirjp/bertrand_done_wires.jpg

although it will not be in my character modeling reel, here is my meagre attempt at a car model.
http://img.photobucket.com/albums/v295/vladimirjp/carTestRender.jpg

poly-phobic
10-23-2004, 06:20 AM
a little variation to my models. i modeled a monster type creature. based losely on a friends's
sketch.

http://img.photobucket.com/albums/v295/vladimirjp/creature_test.jpg
http://img.photobucket.com/albums/v295/vladimirjp/creature_test1.jpg

and what's a noobie artist without an or model...

i started modeling this guy a few weeks ago. i put it on hold until i find good enoug reference to make a model that really resembles a film model complete with weapon and armor.

http://img.photobucket.com/albums/v295/vladimirjp/Orc_reconstruct1.jpg
http://img.photobucket.com/albums/v295/vladimirjp/armsUpdate.jpg
http://img.photobucket.com/albums/v295/vladimirjp/meshWiresUpdate.jpg

and i plan to make a cartoony model next week also.
so these will be for my modeling reel.
please do not be gentle me. i need good Crit and comment to help me improve, so i can compete with other students who maybe graduated from "vfs" or full sail etc...
i'm 22 soon to be 23, i hope to have my first reel by the end of this year.
these modeled will be rigged and animated, but like i said they will not be textured, for reasons mentioned above in the first post.
but they will eventually be textured as i learn textureing more indepth.
but for now, i think the gray scale shots and deofrmation animations is best for me at this point.
please let me know what you guys think., people who are self taught, and have landed good jobs despite they did not have a university education,
[although i was a programming student for 2 years... financial issues has set me back a bit]
thanx for reading. :):thumbsup:

hpslashluvr
10-23-2004, 04:21 PM
A lot of your models seem to be too short from the waist down. Perhaps it's just me though. It's especially obvious on the minotaur; his legs are too small to support the rest of his body to me. Awesome modeling though...

poly-phobic
10-23-2004, 04:35 PM
A lot of your models seem to be too short from the waist down. Perhaps it's just me though. It's especially obvious on the minotaur; his legs are too small to support the rest of his body to me. Awesome modeling though...
i will remeasure him again.
what other model beside miinotaur you are refering to?

keitaro
10-24-2004, 03:46 PM
I think your modelling skills are excellent! Why should there be a need to repair the legs-upperbody proportions in your models .... I mean they're fictional creatures right? You can model them as you wish and there are no limitations or templates. Speaking of proportions ... the proportions in your human models are just fine. In fact this is one of the rare occasions that i see models with more "common" anatomy. Most of modelers tend to be perfectionists when it comes to medelling a human (perfect proportions, eyes, nose, the head etc...) There is no need to alter anything. What defines an artist is that he sees proportions in fictional creatures his way. That's it. Keep it up, i think those will turn up fine.

poly-phobic
10-25-2004, 04:58 AM
thanx for the comments.
i think i will finish the orc model then move on to rigging and deformation.
and put the whole video together.
i will be posting my progress as i move along the project.
any advvice from pros or others on making my reel would be greatly appreciated.
thanx

poly-phobic
11-01-2004, 04:43 AM
i redid one of the characters over the weekend.

http://img.photobucket.com/albums/v295/vladimirjp/hoyt_redone_headShot.jpg

http://img.photobucket.com/albums/v295/vladimirjp/hoyt_redone_1.jpg
http://img.photobucket.com/albums/v295/vladimirjp/hoyt_redone_2.jpg

Xeroedge
11-01-2004, 10:03 AM
I have to say that you shouldn't go to a CG school unless its cheaper than 2000 [Canadian]

My experience with it is that you can learn everything you need by yourself and most of the time at a CG school you do anywas. You be surprized at the limit knowledge a CG school can give.

I basically didn't learn much at school and I owe all my abilities to learning myself.

The thing that will help you will maybe just take some Life Drawing classes, maybe some other one course deals too. Companys love when you can life draw....

I say you can model pretty good but you have to really look at how things are in real life. Its really about training your eye. The most important thing is referance, referance, referance.

If you haven't got some books like : Dynamic anatomy by hograth or some other great books I suggest you get those.

The thing I notice about your models is that the geo has a lot of wiggle in it. Its hard to explain but things dont have a solid shape to them. Its like if u were to have a flat plane and each time you want to increase detail you would just increase the spans and move them around. Its really hard to explain this but its something when you model and you take the time to see all the angles of the volume of your model. Im sorry if this doesn't help, I suck at this sort of thing.. :\

oh and I can see your using Maya for Sub-D... I have to say its the most pain to use it for correcting the problem I have labled above... glad I switched to XSI :D~

poly-phobic
11-01-2004, 03:27 PM
I have to say that you shouldn't go to a CG school unless its cheaper than 2000 [Canadian]

My experience with it is that you can learn everything you need by yourself and most of the time at a CG school you do anywas. You be surprized at the limit knowledge a CG school can give.

I basically didn't learn much at school and I owe all my abilities to learning myself.

The thing that will help you will maybe just take some Life Drawing classes, maybe some other one course deals too. Companys love when you can life draw....

I say you can model pretty good but you have to really look at how things are in real life. Its really about training your eye. The most important thing is referance, referance, referance.

If you haven't got some books like : Dynamic anatomy by hograth or some other great books I suggest you get those.

The thing I notice about your models is that the geo has a lot of wiggle in it. Its hard to explain but things dont have a solid shape to them. Its like if u were to have a flat plane and each time you want to increase detail you would just increase the spans and move them around. Its really hard to explain this but its something when you model and you take the time to see all the angles of the volume of your model. Im sorry if this doesn't help, I suck at this sort of thing.. :\

oh and I can see your using Maya for Sub-D... I have to say its the most pain to use it for correcting the problem I have labled above... glad I switched to XSI :D~
I know what you mean about cg schools. Pratt in NY [my closest cg school] is about 45,000 a year:eek: .
i paln to take some illustration and human figure courses next year. :)

i try to look at as much ref as possible when i model human figures.
thats how i realized the skin has "wiggles" or fat through out the skin and flesh. i add subtle skin irregularities so the mesh does not look like a "doll" as i see many female and male characters look here on cgtalk. they basically don't have that enough bumps on the skin to show volume. a good example is the asian model on thread you on the focused crit forum, the head looks very much like a doll or a manequin [*spelling], although its a nice model.
as for maya subD's tehy are a pain to work with... and sloooooow.
but they give a greater level of control in adding localize details when i increase the subD level. i wish i could afford XSI or Modo, until then i will train with ailias's software.
i'll post some updates on the orc soon. as i am still looking for good detailed refs.

itsallgoode9
11-01-2004, 10:52 PM
I don't really have much to complement on as for proportions and technique as I am a texturer 1st....but i personally think you should pose your models in somthing besides that T pose....I may be wrong, but I have heard people say that studios would rather see stuff in a different pose...I mean it makes sense...I wouldn't want to look at 100 demo reels a week with each character in the same boring pose.....that mostly my opinion though...so if i'm wrong somebody correct me.....I ran across this guy's demo reel the other day that represents this perfectly.....

http://hiko.3dvf.net/www/engine.php3?hkk=RGVtb3JlZWw=

check that out....even though I am not a modeler I found this guy's presentation of his demo reel and the cohesivness of his work very motivating...I mean...once you see the emotion in his models, I think you will agree that it is MUCH more exciting see characters in those dramtic poses

Xeroedge
11-01-2004, 11:12 PM
What I ment is that yes you should have the anatomy not like a doll but also not like cloth looking. Some of the anatomy you have for the chars on the most top of the page seem to have more cloth like skin then normal looking skin. Muscles dont wiggle around and fat can be displayed a different way...

45,000 / year for a school is the biggest rip ever :\

poly-phobic
11-02-2004, 01:09 AM
What I ment is that yes you should have the anatomy not like a doll but also not like cloth looking. Some of the anatomy you have for the chars on the most top of the page seem to have more cloth like skin then normal looking skin. Muscles dont wiggle around and fat can be displayed a different way...

45,000 / year for a school is the biggest rip ever :\ hmm, i think i now understand what you mean by "cloth " looking.
the minautor (the 1st char) was design for a scrapped project that required to show some sort of contrast between him and his opponent.
not too much muscle, but more flesh, for soft yet strong "jiggle" rig type set-up.
the second char, i'm not sure where i went wrong.
i think its because i'm always trying to keep my geometry clean yet detailed that i am sometimes reluctant to split those polys and sharpen the outlines of the musclulature.
but hey... when u're work on old PIII's speed management is golden [i know that's a poor excuse... but i intend to animate them, so the clean mesh really helps. and these can easily be bumped or displaced for more sharpness.]

but i do see what you mean :thumbsup:

i'm going to go for completely different character designs the next time i model for a new project. :)

on that note, u seem very knowledgeable, perhaps you could show me some links to some of your works. maybe i'll pick up a few pointers. :)

paperclip
11-12-2004, 06:32 AM
One little crit-- a couple of your models are quite chubby-- they wouldn't have the muscle definition that you gave them! Have a look at some big people next time you're out, see any ripped muscles? No? Muscles are covered in a layer of fat and most of the time you'll only see the muscles if the person is lean and (rather) toned. On the other hand, they are fictional characters, so..........:D .
Human ish creatures are the hardest things to do-- we all know how people should look and any deviation from the norm is immediately visible, even though you might not be able to put your finger on it. Great modelling skills though for 1 year, you sure are going on the right track!! Keep it up.....

311
11-12-2004, 08:57 AM
Your work seems great!

The Audi and the Robot are very cool!
I just think that the nipples of your characters should be more centered.
The rest is great! Congrats!

Jim
11-13-2004, 12:38 AM
Great work, Vladimir, esp for someone self taught. To critique, I would say that you make your forearms (elbow to wrist) and lower legs (knee to ankle) to long, and that you set shoulders too high in general. Also, your organic models are too straight; you have an indication of a natural S-curve, but it needs to be emphasized, both from the side and the front. Cheers and keep on working.

poly-phobic
11-13-2004, 01:07 AM
thanx to all for comment.

one of my biggest issues when modeling, is my lack of drawing skills. ive not had any figure drawing or sculpting experience. so when i model i mostly eyeball the mesh or base them on various reference i can gather online, so they are all built or rebuilt peice by peice.
i am in the process of finalizinfg the orc model then i will move on to rigging.
as i finish th orc, i will take all your comments and criticism in consideration and make tweaks accordingly.

thank to all for comments. they really motivate me to put more effort and learn proportions better.
thanx once again. :) :thumbsup:

OptimusDinkus
11-14-2004, 12:06 AM
your models are exquisit considering you have never had a fine arts course. Modeling not only goes by much quicker but also improves when you draw. I know at times I modeled knee caps wrong, and was frustraited with the over all effect, when I drew it down and saw completly what was there from reference, I was able to model it just right so drawing is heavily important in the modeling process. I think once you start drawing and understanding what is there from life youll be able to tweak the models you have and make them less bulbuss not to mention take less time to produce them. Other than this speech I made some of the models feel a bit boxy and not round enough. Good work though keep it up, also rigging and texturing are important as well.

Tom W.
11-15-2004, 04:09 PM
Your work looks great, but to compete with other "students" you will want to present textured characters and perhaps a game model, couldn't hurt to do some rigging tests too :) anyhow gl buddy and it's good to c you're learning.


Holla bax from vfs

Xeroedge
11-16-2004, 10:11 AM
I joined the space opera challenge so you will beable to see my most resent work. I dont feel like showing my old work. Its way back and the work I did at work I can't show ;_;.

So just follow the link to my space opera in my sig and wait and watch ;p


I think if you take away those demons and the monsters, the guy with the armor [unless you sub-d him] and definitly that guy in the jump suit [the head works but not the suit].

If you texture all that. I dont see why not it would be hard to get a job if you really want.
or even just texture one of them really well.

Oh one more thing I noticed with all your models faces. The bottom of the nose is not planar and flat it flows down to the lips. it does not leave a sharp crease in the middle.. I hope you know what I mean.

Peace OUT~


hmm, i think i now understand what you mean by "cloth " looking.
the minautor (the 1st char) was design for a scrapped project that required to show some sort of contrast between him and his opponent.
not too much muscle, but more flesh, for soft yet strong "jiggle" rig type set-up.
the second char, i'm not sure where i went wrong.
i think its because i'm always trying to keep my geometry clean yet detailed that i am sometimes reluctant to split those polys and sharpen the outlines of the musclulature.
but hey... when u're work on old PIII's speed management is golden [i know that's a poor excuse... but i intend to animate them, so the clean mesh really helps. and these can easily be bumped or displaced for more sharpness.]

but i do see what you mean :thumbsup:

i'm going to go for completely different character designs the next time i model for a new project. :)

on that note, u seem very knowledgeable, perhaps you could show me some links to some of your works. maybe i'll pick up a few pointers. :)

meanimator
11-16-2004, 06:56 PM
nice modeling
to judge your self try to make realsitic face or model, when you got expertise in that go for any fictitious character in this way you can get perfect blending of real and imagination
again you models are good

meanimator
11-16-2004, 06:57 PM
nice modeling
for your betterment keep +tively crticize with yourself and with other in this you can improve your quality to next level

AndrewHwang
11-17-2004, 01:22 AM
very vvery nice stuff. some female model attempts would be nice and aone thing i noticed was that your clothing is flat. yes they have nice wrikles and such in them but they have no depth and siple extrude face aroudn the edges would help

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