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adobekid21
01-17-2003, 06:47 AM
is it decent for a box modeling job?
or should i post the unsmoothed mesh of it as well?
end note:i would like to texture him in the end, once i figure out how to. heheh...*sigh*, i've got alot to learn with 3d max.

Dave Black
01-17-2003, 07:09 AM
It's actually kinda cool. It's obvious that you were going for stylized, and I think alot of that works.

There are some noticable issues with the topolgy and structure of the mesh, but we will need to see the unsmoothed poly cage to really help with that.

The lips need some work, and there is something funny about the top of his head...

Keep at it, man. Good start.

-3DZ

:D

WhiteRabbitObj
01-17-2003, 07:12 AM
Well I use Maya and not Max, and am not actually familiar with Max so I don't know how the tools differ exactly, but there is a good method to starting to model a poly head which you appear to have not done. That is to start with your cube, then, well, go to this link and follow the steps for the beginning, it is for a subdivision head but its the same thing in essence.
http://www.secondreality.ch/tutorials/modelling/head.html

The reason I say this is because your head is very boxy and never go away from the initial box shape as much as it needs to. I just reread your post and realized that you actually didn't say it was polys but since you suggested an unsmoothed mesh I just assume... works the same for nurbs as well, tho nurbs heads are much more difficult (tho nicer to look at often!). Um, yeah my first character ended up fairly boxy as well, it is hard to keep from getting a flat face with the box method. I recently learned a new method of head construction using (in maya, I'm sure there are similar tools in Max) "Create Polygon Shape", "Append to Polygon", and "Extrude Edge". This method is so much more powerful than starting with a primitive that I never intend to model from primitives again. That being said, if you would like details, feel free to PM me and I can write a short tutorial for you.

Best of luck refining the model.

Dave Black
01-17-2003, 07:51 AM
I agree WhiteRabbit.obj on his last statement. I have long since abandoned the box modeling method, in favor of creating polys on the fly. It just give you control of the mesh quicker, and also allows you to stay with your artistic vision easier.

Max can do it just fine.

Don't forget to download meshtools 2.5, and CSPolyTools from here:

www.scriptspot.com

Good luck, man!

Also, there is a sticky thread in the Max section as well as the moeling section of CGtalk that has lots of good tutorial links.

-3DZ

:D

adobekid21
01-17-2003, 01:21 PM
I really appreciate the comments. your dead on it was polymodeling. i'm still trying to differentiate between meshes and polys.
i'm just happy it looks more human than my previous efforts.. :(
i need all the help i can get.
i tried the polytool but to use it, i had to create a box then turn it into a mesh.. select points, delete box, then i could create with the polytool. yeah i'm gonna try those links you gave me thanks again. sorry for the longness of this reply.

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