View Full Version : Hunam Project - Modeling Reel
01-06-2006, 10:38 AM
I'm not a Modeling, i'm engineer and i buildin scyscrapers, but for fun i try to m odeling an organic subject. This is my first organic model.
. 3ds max 8 + Polyboost + VRay
. 170.000 Poly. All QUAD
. Turn On the Speacker :scream:
DOWNLOAD 1280x1024 (http://www.treddi.com/upload/cecofuli/Upload/LAVORI/Animazioni/Human_Project/Modeling/Human_1280x1024_With_Sound.exe) - 70 MB AutoEXE Player
DOWNLOAD 640x480 (http://www.treddi.com/upload/cecofuli/Upload/LAVORI/Animazioni/Human_Project/Modeling/Human_640x48_With_Sound.exe) - 56 MB AutoEXE Player
01-06-2006, 12:07 PM
such a unique way to present a project, the model looks awesome.. hell if u do that for fun how was it gonna be if u took it seriously :bounce: .
My comment would be to put still images cause it will make it easier to cretisize, but it looks like it's not intended to be presented in a typical way anyways.. so it's fine :)
good job again :buttrock:
01-06-2006, 02:02 PM
thank's for the comment
Oh, yes, it' only for fun.
for the movie, i found the bink codek the best in the world , for Quality and Compression. the compression isvery low ( 4 hr in P4 3.3 Gh ). I've made the some movie in Mov and Avi compression, but the file size is 450 mb! If i reduce the resolution (640x480) the compression lose some part in the wire screen. If you want, you can press the space Bar for Pause
Next day i post some new file
01-06-2006, 05:53 PM
it's an interesting way of presenting a model for sure :) and I love the music choice btw.
As far as the model itself - the neck seemed far too long for me and the muscles on the back of his thighs seemed to go too much inside his bum :) Other than that excellent modeling
Keep it up!:thumbsup:
the presentation was interesting as others already mentioned, i liked it :)
however, studio recruiters usually like quicktime format as it gives them more control over viewing the reel, like pause, scrubbing through the real and etc.
besides that i like the modeling
only one crit for the model, the forearm looks a little abnormaly bent upwards right before the wrist.
but considering its your first organic modeling its really great :thumbsup: keep going
01-06-2006, 06:49 PM
Ok, this week i recompile the movie in QM, but, for limit bandwitch , i resize in 640x480. In this method the part of video with wireframe will be confused.
Yes, my first model. My scopes are make a very clen quad mesh , with good topology. And after , make correct anatomy.
I will make a new intresting ( i hope) file for you.
01-09-2006, 09:01 AM
Hello, this is the new file in Avi format
AVI - HIGH QUALITY (http://www.treddi.com/upload/cecofuli/Upload/LAVORI/Animazioni/Human_Project/Modeling/Human_Project_Cecofuli_HIGH.avi) - 56 Mb
AVI - LOW QUALITY (http://www.treddi.com/upload/cecofuli/Upload/LAVORI/Animazioni/Human_Project/Modeling/Human_Project_Cecofuli_LOW.avi)
This is a "funny" MOV file
MOV FILE - HIGH QUALITY (http://www.treddi.com/upload/cecofuli/Upload/LAVORI/Animazioni/Human_Project/Modeling/800x600_HIGH.mov) - 30 Mb
MOV FILE - LOW QUALITY (http://www.treddi.com/upload/cecofuli/Upload/LAVORI/Animazioni/Human_Project/Modeling/800x600_LOW.mov) - 12 Mb
01-13-2006, 08:55 PM
I must say, this is an impressive model! And using QuickTime VR is a good interactive way of presenting it on the web. Have you thought of setting it to autospin? It might help people realize that this is a VR movie instead of a picture. Also, you might want to include a few wire jpegs so that people can understand how you built this.
Great work! With a few more models and a proper VHS demo reel, you have a real future as a CG modeler, if you ever decide to change careers!
01-15-2006, 03:11 AM
It's impressive to see how you analyzed the human form and really tried to achieve a complex anatomy study. Even though there are very nice touches in the model I really think you should try and revisit it becuase I think it has a lot of potential to be even better.
There is just to much sharpness in the muscles and they are to smooth and lacking organic feel and subtlety. The problem with polygon modeling in my opinion is that it's very tempting to start outlining muscles in a systematic way when really organic things don't have "borders" in real life. I think the best thing is to try and avoid generics and focus on what's different.
But again - very nice modeling.
01-15-2006, 03:11 AM
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