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the_podman
10-20-2005, 04:15 AM
Hi. Started a male base mesh to build characters from. I've been hammering away at it for quite some time. At least 16 hours of work so far. Just wingin it without image planes. I'm using a G.I. Joe action figure I got in a McDonald's happy meal as reference and of course my usual collection of anatomy books. http://www.cgchat.com/forum/images/smilies/icon12.gif

Please crit http://www.cgchat.com/forum/images/smilies/icon12.gif I'm a newbie in every sense of the word.

http://www.rodbrett.com/BaseMale/male1.jpg

http://www.rodbrett.com/BaseMale/male2.jpg

http://www.rodbrett.com/BaseMale/male3.jpg

http://www.rodbrett.com/BaseMale/male4.jpg

http://www.rodbrett.com/BaseMale/male5.jpg

http://www.rodbrett.com/BaseMale/male6.jpg

aiming for around 5000ish poly.




thanks for looking..

SammyB
10-20-2005, 05:14 AM
Not bad, good process so far. With 5000 poly's you should be able to get some good torso definition, and i assume you'll look at the stomach and back when you get to them. I'm digging the elbows and forearms. Keep us updated buddy.

the_podman
10-20-2005, 07:30 AM
http://www.rodbrett.com/BaseMale/male7.jpg



Thanks. I'm really trying to get him to light well. I was playing SECOND SIGHT (http://www.gamespot.com/pc/action/secondsight/screenindex.html) the other day and I was inspired at how much form is defined in the main character's body. Even though I could do a lot with the textures and spec map, I want to really try and carve the musculature into this mesh. I spent most of my time massaging the verts with soft selection. Next update I'll try and block out the whole mesh before I get too lost in the details, a habit of mine that's bit me in the arse on more than one occasion.

-pod :)

Neox
10-20-2005, 07:49 AM
well i don't know what proportions you're aiming at, but i'd give him a bit more ribcage by moving the waist a bit more inwards, just to give him a bit more flow.
i'd also take a closer look onto his hands, maybe they are a bit to small, but the wrist is definately too thin, you should also rotate the the wrist a bit forward on the x-axis

Wayne Adams
10-20-2005, 01:13 PM
Good points made so far. From my view, it looks like you would have some issues with the rigging in the elbow. I like the shoulder definition, theres a few wonky edges in the neck, I can't tell why they are there. (Right below the ear I would say.) For a first time this is just great tho. You've got a decent handle on it. Just a few follow ups and tweaks and then you can start the legs. :) HOWEVER In your first post you mentionedthis was a base model to build characters from? I would go against that. If this is you first base model I would use it for one character and then start from scratch again. Continuously using the same model or even cloned off parts of one can make you a little lazy. My character modeling has just begun to be "decent" and I owe much of my learning to starting over and reworking things in a new mesh. Just something to think about.

Keep up the solid work

onelung
10-20-2005, 02:37 PM
yea, lookin nice, think its the length of the actual hand that is off, but comin along nicely.
-schu

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