View Full Version : Charactor WIP - Elvish champion
12-07-2005, 01:47 PM
got the concept from - magic the gethering card.
was modified from a old model , currently only head part is almost there , so very comments will be very welcome here. :wip:
http://img227.imageshack.us/img227/2900/elvishchampion48tu.th.jpg (http://img227.imageshack.us/my.php?image=elvishchampion48tu.jpg) http://img227.imageshack.us/img227/6060/elvishchampion38sw.th.jpg (http://img227.imageshack.us/my.php?image=elvishchampion38sw.jpg) http://img227.imageshack.us/img227/521/elvishchampion27pu.th.jpg (http://img227.imageshack.us/my.php?image=elvishchampion27pu.jpg)
and how to get rid of that dark aera under the nose ? :banghead:
12-07-2005, 01:49 PM
BTW , first thread ever. :bounce:
12-07-2005, 02:23 PM
Getting an "Access Denied" error when viewing the pictures.
12-07-2005, 02:28 PM
o? shit, i upload these pics via google blog , anything wrong with that ?
or there is other way to up load pic?
12-07-2005, 02:40 PM
12-07-2005, 02:41 PM
Images not showing up. Maybe you should upload them to www.imageshack.us ? Or post links instead of using the image tag? I think I know what you are talking about with the "dark aora" around the nose. There are a few different ways to fix it;
Normally I would detach the polys on the face that connect to the nose, and weld only the verts that connect to the face. Leaving the verts that would normally attach to the nose un-welded. You can do the same thing with smoothing groups but some game export tools don't carry over smoothing groups so I normally weld/unweld to force smoothing groups, unless I know for certain the exporter carries over smoothing groups.
12-07-2005, 05:10 PM
thx guys , got a host to upload my pics
12-07-2005, 10:42 PM
That wierd shading that you're getting is from having a polygon that's more than 5 sides.
By the way, resize the pictures. They're huge.
Keep going! It looks great so far.
12-08-2005, 03:35 AM
12-08-2005, 03:36 AM
12-08-2005, 03:37 AM
sry ,pics may be stil a bit to too large.
12-08-2005, 05:34 PM
what i can see right now is that your mesh is a mess, it seems that u just added polies to make shading ok, but you forget that a messy mesh will be unsuitable for animation , and not very professional looking too ;)
12-08-2005, 07:39 PM
oh, yes , thanks , i can see that too, trying to do that ,
and is it ok just model fisrt and get the form right then clean up the mesh ( for deformation / edgeloop ) ?
or we should start care about edge at the very first stage or earlier stage .
I will try make some changes on that , so wait and see :banghead:
thx for the comments . :bounce:
12-08-2005, 07:45 PM
well , johnyII .just went to see your works , and they are great !!
You are thousands miles ahead of me , got to catch up. :bounce:
12-08-2005, 10:27 PM
I usually get the shape down and then go back over it and correct all problems with the mesh flow.
It just depends on how you like to work.
12-09-2005, 04:32 AM
12-09-2005, 04:33 AM
12-09-2005, 04:34 AM
cant wait , :banghead:
12-09-2005, 04:37 AM
:argh: , do we have to post them in seperate pages?
12-09-2005, 03:16 PM
no the entire wip should stay on the same page
12-09-2005, 05:37 PM
Nice looking model so far. The face is modeled superbly.
Watch those edges, looks like you've got some really long strips of non-manifold geometry. I tend to keep everything "gridstyle" in the blocking out stages, then go in a cut in the muscle groups and edit.
For "soft selection", I recommend HKMagnet.mel, here:
It's better than Maya's Soft Mod imo, I see you are using those.
APE ESCAPE ANIMATIONS (http://forums.cgsociety.org/showthread.php?t=280979)
12-12-2005, 10:10 PM
an accident :eek: .
thanks for the suggestions, and that tool is great,
making some amendments, may take some time, hope can update soon.
12-12-2005, 10:10 PM
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