PDA

View Full Version : female body(nude)crit please


penthoy
05-01-2006, 03:04 AM
my second work posted in cgtalk, i'm a newb, please crit and tell me what's wrong with her. i really had many technical problems with maya since i only self thought. such as basic to medium technic of maya i don't really know, i only know the very basic. If you have trick, please state step-by-step instruction :P and i still have the maya flickering problem :(. thanks
(http://penthoy.com/combinedff.jpg)
Click here to see high res/detailed image (http://penthoy.com/combinedff.jpg)

omega3d
05-01-2006, 03:40 AM
The one thing that hit me strange right away was the shoulders. Women figures are very delicate. They have a way of just flowing from one part to another. I would read tutorials on edge loops and rings. Nice try! Good job for a n00b. Unfortunately, I do not use Maya as effeciently as I wish I could, so I do not have any "hints."

Good luck,
Jon

MindWar
05-01-2006, 08:15 AM
I'm still in school, but from what my instrutors have taught me is to avoid box modeling.

your model doesnt have very much polly flow, and it feels some what rough, and boxy.

With edge modeling, you can really work your polly flow, and avoid the boxy look more easily.

It seems like a whole lot more work at first, but once you get the hang of it, its pretty fast, and the results are rewarding.

Id also suggest you look at some professional models, and look at their polly flow/proportions, as well as some more referance photos.

You might also try making a plane behind the charactor, and throwing some referance photos on it.

Im not sure where they are on this cite, but i know they have some modeling tips for polly flow here as well, mostly for the face, but the same princaples could be aplied to the entire body.

Good Luck with it, peace

neonneo
05-01-2006, 08:25 AM
yo

always start out low poly, then add detail and then pull those points

reference!


http://forums.cgsociety.org/showthread.php?t=108412

check out that thread, youll love it

keep at it!

j3st3r
05-01-2006, 08:52 AM
Why to avoid box modelling?! Box modelling is a really good approach, it helps you to lay out the proportiions of your model, blocking out, etc. You may later focus on topology. Here the problem is the misunderstanding of box-modelling. It's a pre-pre-premodelling state. Nothing has been formed. The artoist should pay close attention to the forms, contours of the subject. This model should be considered as a blocking out model, to be honest this stage is not worth yet to post. I think you should go further with it before you post it, actually there is nothing to crit, because it is in a so early state.

penthoy
05-02-2006, 02:25 AM
Thanks for the crits and the topography by Stahlberg is helpful, I really have no idea about the procedure; this is my first 3d human figure model after learning a few basic maya tut, it was done virtually without any refference, neither did i ever took any anotomy class nor causes :(; And i was curious to what the responds from many experts would be :P. what is the edge-loop concept and the ring concept reffers to? is that the one proportional from ....hmm divinci? I'll post my modification afterward thank a lot.

MattVogt
05-02-2006, 05:03 AM
First thing that crossed my mind when checking out your images is that you did a great job, topology wise, around the stomach area. In general your model shows signs that you can render form with loops. I definitly enjoy your approach and agree with what Jester and Neonneo said. Box modeling is great to start, but the more you model the better your loops will flow to create forms. yeah - that thread is awesome

keep doing it!

-m

CGTalk Moderation
05-02-2006, 05:03 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.