View Full Version : Wolverine model
Rols574 03-26-2003, 06:17 AM since i cant post big pictures
ill do the unthinkable and link u to another forum
http://www.cgchat.com/board/showthread.php?threadid=12986
please let me know what u think
just in case here is a pic of the model
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baglunch
03-26-2003, 06:37 AM
Looks a little early for much critique, but I don't see any problems yet. Keep going.
Rols574
04-02-2003, 04:20 PM
here is an update
http://www.cgchat.com/board/showthread.php?threadid=12986
the model is ok, but i dont really see any resemblance with the ref picture, especially muscle wise. The head also doesnt really look like the ref pic
Rols574
04-02-2003, 11:33 PM
another update
http://www.cgchat.com/board/showthread.php?postid=116388#post116388
SEPHROTH64
04-03-2003, 12:45 AM
::shintk::
his chest has to be waaayyyy bigger
leigh
04-03-2003, 01:34 AM
You need to make him a lot more muscular, for sure :)
If you want your model to look like Wolverine, you are going to have to stick more closely to your reference. All you have to do is look at your model, and look at the image, to see that you need to make a lot more adjustments to the muscular structure, as well as the shape of the body.
Don't try and rush it, you need to slow down and make sure you get all the detail in. Modelling muscles well takes time, so just take the time to work on it well.
As for the head, that needs a lot of work. The jawline is all wrong, and chin is too small. Once again, you have not been paying close enough attention to the reference pic - the head is way too generic. Wolverine has very strong features, while your head is just a plain head.
But perhaps for now I think the best thing to do is to concentrate on one part - don't try and do the head and body simultaneously - just try and focus on one part, and make sure that it looks great :)
You obviously have a good grasp of your modelling tools, now you just need to perfect your technique ;)
Berserker
04-03-2003, 06:35 AM
i agree with Leigh, details like wrinkles on the pants should be done later. its just going to cause trouble when u want to change the proportions of that area...and belive me, you will ;)
modeling, like anything cg, should be done in layers/stages. get everything to one level before moving on. in this case, get eveything ruffed out, and just make sure u have a silhouette thats close to your ref. then actually make your geometry...this stage you should concentrate on topology, making sure the line flow is correct and all that jazz. (see, it will easy to concentrate on that kind of stuff since your proportions are already working)
THEN, and only then, you can go back and add all details like little wrinkles and viens and rips and dents and whatever....
btw, if you want to texture it, unwrap the model before you do all the fine details, this will save you some time cause there will be far less UVs to mess with. then as you add the details, they will be added into the UV mesh in the correct place. (at least thats what its like in my app of choice: XSI)
:P i talky to much
good work so far, i hope to see it look <<exactly>> like your reference.
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