View Full Version : Character W.I.P.
BigSerge 02-17-2002, 05:40 AM Hello Folks My name is Sergio but friends call me Serge. I am new to the community and may I say what motivating and inspirational the Art Work Threads here are. I'll join the posting fun by posting a W.I.P. on a model that I am working on. model made in 3D Studio Max 4.2 and Paint job being done in Photoshop. P.S. I can use any comments you guys and gals can offer me on the the painting or the model itself.
LoL and Peace
Serge
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Rabid pitbull
02-18-2002, 02:03 AM
Looks pretty good so far. The coloring seems very contrasting, and the eyes are not to convincing as far as crit goes. Keep it up and be sure to post the changes here.
BigSerge
02-18-2002, 02:34 AM
Sorry about that folks, I was so anxious to post that I did not read the challenge requirements. The previous posted character is being edited to enter the challenge. P.D. let me know what ya think.
LoL and Peace
Serge
BigSerge
02-18-2002, 08:04 AM
Okay hopefully a final should be up on wednesdaynight the latest.
This is it for now. Comments, thumbs up or down would be appreciated. Let me know If ya think I should continue the works on this uy to participate in the challenge.
Lol and Peace
Serge
BigSerge
02-22-2002, 12:44 AM
just an update
BigSerge
02-28-2002, 10:57 AM
almost done
leigh
02-28-2002, 12:24 PM
Hey there Serge, cool work so far! It's always interesting to see all the different stages (with screenshots, I mean, not renders) of a persons work. Very cool... I like your design.
The texturing looks fascintating.
Keep the updates coming. :)
BigSerge
03-02-2002, 02:56 AM
This is my Final Post for the Challenge
BigSerge
03-02-2002, 02:58 AM
Final Post Image 2
SoulCatcher
03-02-2002, 02:30 PM
Hello fellow Art Institute buddy. i was reading ur profile. I am also a student woking on a BS in Media arts. AI of Fort Lauderdale Fl
I really like the model's face, there is a lot of detail in it. keep it up.check you later.
BigSerge
03-03-2002, 11:16 AM
Hey Soulcatcher, it is pretty cool to meet another AI student in this wonderful world of CG online. Glad you like my work. Unfortunately and thruthfully we here at the Art Institute of Washington in the BFA for media arts and animation are being left out we pretty much have to teach ourselves (no good teachers yet :( the school is stil fairly new what can I say. But at least it is bettering my pencil sketching :) talk to ya later
As Pestario once said
Love, Peace, and Chicken
harvest
03-03-2002, 11:42 AM
hey whats up guys im also a art institute stuent at ai of los angels its good to know that theirs more ia people joingng the cg channel any aways cool model man keep up the good wokr i wolud love to chat with you guys about you experience in ai
ok hope to hear from you soon guys and when ever iu post some thing on cg talk i hope to hear you commentary on it
SoulCatcher
03-04-2002, 03:09 AM
Hey Serge I hear you. The I have had a couple of teachers who... well you know. I can say anything bad about the teachers themselves but I came out of some classes learning very few things. I do not want to blame the teachers tough.
But let me tell you something, I have learned alot off of friends in the same major. And you can learn alot from the people here, I have. And most my teachers have taught me lessons trough their own tutorials posted on the web and other web sites that have tutorials. I dont know if you have been to them but here check them out:
www.highend3d.com (http://www.highend3d.com)
sesdesign (http://www.sesdesign.com) check the goodies section it has some good maya stuff
Blackarts
03-04-2002, 05:38 AM
Hey, this is my critique:
Not a bad idea, but overall this image is a bit lacking. The big orange brick on his back has to go. And is that a giant grape attached to it? These objects are 'muddy', and ill-defined. His righ arm looks tacked on action figure style, and there is a huge messy seam on the shoulder. You want the map continouse in this area. The metal portion of the body just looks strange. Not quite sure what the function of it is. the belt area is pretty weak too. There is absolutley nothing on that belt to hold my eye's interest. The best part of the model is the face. The little yellow swimmer goggles don't really work though. Anyway, try refining a few areas of this model. particularly the backpack/breathing aparatus, and the general upper-body anatomy. I would also prefer a different background, something not so obviously computer generated.
Good start - there is a lot of potential here.
Teyon
03-04-2002, 08:01 AM
Hey Serge, how's it goin'? I'm afraid I'd have to agree with Blackarts (though maybe I wouldn't have put it the same way). The character needs to be refined a bit more in the conceptual stage. When you're making toons, it's okay to go simple on the design but when you're doing semi-realism, you have to finish the thought before you start the model work. Still, I think this is a cool start and would be a neat character if you flesh him/her/it out more.
BigSerge
03-04-2002, 09:07 AM
Hey Guys (Teyon!! what's up). I just wanted to say beaucoup thanks on the comments to all of you's. Blackarts you are absolutely correct on your comments on the character. I was scrapping trying to get it at least half way done for the challenge that ended this past Friday (no excuse for an artist cause we have to meet deadlines) and that is why I love this site it is motivating me to model more and do it efficiently. I must say I for one need all the help I can get. Can you guys answer a couple of texturing character questions for me that I have no Idea on where to find them.
1. On Texturing high poly models using a 2D paint prog:
How do I chop my model for the UV export so I can paint to get seemless texture?
P.S. you do not need to write me the steps, if theirs is a book or a URL you can reffer me to that will be wonderful
2. Is it more efficient/practical for example in 3Ds Max to keep your model at a low poly level, then shred for UV export to your favorite paint prog, and once painted apply a meshsmooth if chosen to do so?
Argh!!! I guess guys my main Boggle is that I want to make high poly models but do not know where to find resources on how to apply good UV Mapping to an entire model or what to do to the texture to the textures for it to be seemless especially arms as blackarts pointed out. For games and low poly I've found a site on how to have one map for your model but is the same for high poly models?
Anyways guys if all you have for me is some URLs than you've just made me a happy man and all BigSerge can offer you back is to be your friend for ever
Soulcather thanks for the URL I am on it :)
LOL and Peace
J.Peckham
03-08-2002, 04:41 AM
I am Art Institue student as well. True, i have to teach myself. I heard that a visiting past student teaching my instructor something.
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