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demoD
02-15-2007, 05:49 PM
http://features.cgsociety.org/gallerycrits/228343/228343_1171565389_medium.jpg

Title: Dem Boyz
Name: Daniel Malig
Country: USA
Software: Maya, mental ray, Photoshop

A Football Helmet Dedicated to the Dallas Cowboys. This was a surface modeling project thus it is all nurbs. I used Maya for modeling and Mental Ray for rendering. Photoshop was used for touchups. If I could get some critique on the helmet render it self and/ or what scene it could be comped into would be great. Comments are most welcome. Thanks

phlewp
02-15-2007, 09:20 PM
Recently I was actually studying a real football helmet and plenty of reference images for an image I was going to do for my brother's team.

The materials look good on the helmet, but I would suggest maybe more of a clear coat effect on the helmet with a more of a speckled paint underneath.

For the facemask, I'd suggest maybe a slight bump/displacement to it to give it a feeling of harder, thicker metal, with the paint more roughly applied. This should be very slight and subtle though.

The chin strap needs to look less like hard plastic. It's too smooth and polished in the render. It should be more of a diffuse material, with a lot less specular effect. The way the strap itself is laying looks a bit too stiff to me. I'd expect a bit more curl to it, and it should be resting on the ground. In your model it just stretches flat out to the end part (the part where you adjust the tightness of it). In reality, that little bit of plastic is nowhere near heavy enough that it would cause the strap itself to be able to stretch like that and not touch the ground. What should happen is the strap will want to naturally rest on the ground and so it will "pull" that tiny plastic piece (again, referring to the part where you can adjust the tightness of it) with it. There's the same problem of weighting going on at the end of the strap, after the little plastic piece. It's just floating there. Granted, it doesn't have to be perfectly flush with the ground, and it's very possible for the end to want to curl up and stick up into the air a bit. However, your's just flat out defies gravity. It's as if the strap is really stiff.

I hope you don't mind, but I drew over the image to better illustrate my point. If you want, I'll post it, otherwise I won't.

As for a scene, there's always teh option of placing the helmet at the 50 yard line and placing it in the grass.

comic-craig
02-16-2007, 06:36 AM
I agree mostly with the above post. I think its a good idea for a portfolio piece and I think the model is pretty decent- but the textures/shader feel flat. I almost feel it would be better if the logo wasn't on the helmet at all- just a grey model- then it would be about only the model, which isn't bad. What might be real nice from a texturing/shader point of view would be to have all the scrapes, mud, scratches of a post game helmet. Like I said before- its a good idea for a portfolio piece... its amazing how few sport related images show up considering how many jobs in 3D are related to sport game titles and advertising graphics.

Good work and good luck
Craig

SanjayChand
02-16-2007, 07:45 AM
what up D-dawg.

:buttrock:

Silverwing
02-16-2007, 04:13 PM
I am no football player and never had one of these
helmets in my own hands...

I must say... I like it! Itīs very well modeled and the
materials seems to be right too. Lighting is good.
The only thing I have to crit is the background and
eventually the chin strap. The background is too
dark and does not fit in the scene... and the chin strap
really looks like some hard plastic strap...

Although good work... I really like it!

najjaci
02-16-2007, 11:29 PM
I like it :thumbsup: Maybe just a little biger soft box.
Can we see wire

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