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Raja-X
08-15-2006, 11:27 AM
i made a glass dolphin a few days ago, and after some serious crit, i decided to give it another go, heres the basic model i re-did, any crit on anotomical placements wud be nice, ill add the eyes, and the mouth in a bit, and put up an update.

here it is non smoothed
http://img101.imageshack.us/img101/3135/daphbf8.jpg

and here it is smoothed
http://img101.imageshack.us/img101/1387/daph2wp8.jpg

Raja-X
08-18-2006, 10:06 AM
heres an update, any c'n'c welcome.

any suggestions for texturing will be much appreciated too.
Wire:
http://img151.imageshack.us/img151/1057/daphwirekk7.jpg

http://img84.imageshack.us/img84/3329/daph3mm9.jpg

FerryvD
08-18-2006, 10:26 AM
Can you post an unsmoothed wireframe? that makes it easier to crit.

Raja-X
08-18-2006, 10:45 AM
here is a non smoothed version.
the front is a bit too busy for my liking, but its the only way i could get its mouth made.
http://img151.imageshack.us/img151/9712/daphnonsmothery9.jpg

Raja-X
08-18-2006, 03:30 PM
i took of its face, and decided to remodel it as it looked cluttered to me, it also ended up more than halvin the non smoothed face count, from 900 to less than 400.

comparing the non smoothed versions really shows the difference.

non smoothed:
http://img69.imageshack.us/img69/2600/dolphintwinheadck5.jpg

non smoothed wire:
http://img104.imageshack.us/img104/9857/dolphintwinhead2dk2.jpg

final model smoothed:
http://img69.imageshack.us/img69/7752/dophfinaledx3.jpg

jst gna do a little final stuff on the blow hole.

any tips on texturing and any c'n'c are welcome.

kabojnk
08-18-2006, 10:16 PM
Much better improvement! Your focus on correct anatomy is far better, and I'm very impressed. Now, to make the polygons smoother in the melon area of the dolphin, try to avoid using n-sided polygons. Try to keep all polygons 4-sided for smoother subdivisions.

Raja-X
08-19-2006, 09:36 AM
thx for dat kabojnk, i didnt know y ppl kept sayin u shud keep all the polygons 4 sided before, ill try to fix the melon, altho its a bit confusin, lol.

Raja-X
08-19-2006, 04:14 PM
heres a textured version, the shader aint done yet, thats why it looks very dull, made the texture in photoshop and messd around in 3ds a bit.

tried to smoothe out the melon a bit.

http://img216.imageshack.us/img216/5848/dolphtexturedun9.jpg

Per-Anders
08-19-2006, 09:38 PM
Ok, this is looking muuuch better than your glass affair, and I can't agree with you in your mail to me saying that you thought it looked like a condom! You texture though could still do with some work, firstly we shoudl focus on one area at a time in order to get it right. So to start off with you should get some more dolphin reference for markings.

Now from the images i've seen on the web... http://images.google.com/images?q=dolphin&ie=UTF-8&oe=UTF-8&client=firefox-a&rls=org.mozilla:en-US:official&sa=N&tab=wi

...and from memory the grey actually extendes down to the side fins and all the way to the tail fin. Getting the markings right will help no end, so just concnerntrate on the color channel for now, before moving onto reflections, speculars and more advanced effects. You may want to tone it down a little too (depending on what type of dolphin you're trying to make), generally we're used to the grey dolphin look, in which case you may want to change the colors slightly. You may also want to for the moment remove the specular and any other channels, just so you can focus on this one layer (temporarily).

This image :

http://www.coralreefnetwork.com/stender/marine/mammals/Bottlenose%20Dolphin.jpg

Gives you a good give of the colors, also a nice view of the shape of mouth and eye area (something that you may wish to include in your model, depending on how stylised you want things to be), you may also want to increase the size of the tailfin a little, right now it looks just a little bit too small.

After you have got these areas right then you can start to think about working on yrou specular and/or reflection channels. Remember that wet objects of course have a sharper /narrower and brighter reflection/specular then dry objects, typically their reflection also has a certain ammount of fresnel due to it being from a layer of wetness on top of the underlying surface. Getting this right will be what's important in getting the wet look, though it's very much dependent on the environment that you put this in, if it's underwater then there are only the characteristics of the skin as it would be dry more or less, as the reflection/specular mostly are coming from the surface of the water, not the skin surface. So really think about the environment you plan to put this in as that will control how you surface it amd what effects you use.

Good luck and keep updating!

Raja-X
08-20-2006, 09:39 AM
thx alot man, the condom comment was wen i had made it a bit specular and glossy, that pic is witout the reflections, and the specualrity, so its more toned down. comments were much appreciated, updates shud be up by tonite.

Raja-X
08-20-2006, 10:49 AM
tried to texture it, but it didnt look right, so i decided to vertex paint it, which was fun considerin i had neva done that before, heres it witout no spec, or refl. jst a vertex map, wit a speckle map overlain on top of it, to get the slight graininess ive seen in large dolphin pics. and as suggested a larger tail fluke, i love soft selection, never used it before, lol.

http://img205.imageshack.us/img205/3035/daphtextwobp7.jpg

http://img143.imageshack.us/img143/6542/daphtexthreeav2.jpg

gave it a slightly distinct white marking around its left eye, jst to make it slightly diff.

Raja-X
08-22-2006, 08:18 PM
Decided to go back to the first idea, of making a glass dolphin, after an underwater scene was too complicated for a noob like me, so this is wt i came up wit, plz some advice on how to improve the glass texture wud be much appreciated.

heres wt ive done so far, p.s. this is the first time ive tried to make glass properly, cept the last time which was messd up.

http://img511.imageshack.us/img511/8461/glassdolphinbu7.jpg

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