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View Full Version : Character: Army Man (first model)


Mata Tango
05-13-2003, 07:30 PM
This is a school project. I am learning how to model characters.
Made in Maya 4.5, with N.U.R.B.S., the hands are Polys. and shaders are made in Photoshop 7. Please all comments are welcomed. Thanks.....:beer:

Ohh this character also contains a maya skeleton and a poly scheleton. the poly scheleton was not modeled by me but provided the my school. that dosent matter though cause you
can't see it anyways.......
LOL
:hmm:

Mata Tango
05-13-2003, 07:32 PM
;)

Mata Tango
05-14-2003, 11:30 AM
Im currently working on some expressions for the animation.
:surprised
Thanx for at least lookingat them......

WatanabeJubei
05-14-2003, 01:24 PM
Jean's a babe.

The body looks good but the face looks funky for two reasons that I can see.

1. His face looks too flat, the brow usually slopes back and the cheeks sink in at the bottom.

2. His eyes are too close together.

BUT you can't really see the face too well so I may be wildly wrong. Could you post some head shots?

If you're still in the modeling month I would SERIOUSLY recommend that you patch the character and then convert to poly's. You get MUCH better performance with a low poly cage using the poly-proxy thing. Plus you can go in and add little details that you couldn't achieve with NURBS without increasing the density to an unworkable amount.

Patching the body (not the head) the first time will probably take around 5 hours. The head, prob 4 hours. Talk to Jean, she knows her stuff.

Mata Tango
05-16-2003, 05:06 AM
how do you know jean..
where are you now..
I'm going ot attend open labs to try to fix the face
got to go lab is over

Mata Tango
05-16-2003, 05:08 AM
thanx

Mata Tango
05-16-2003, 07:31 PM
I have to work on the skin texture.
I made it from scatch in Photoshop so give me some time.
right now Im working on so me Set Driven Keys for the scapula
and clavicles. I have to make another backbone to allow futher movement.
I'm loving my carrer choice. I'm trying to figure out what part of animation should I concintrate on.
About the poly and SubDs. They are not allowing us to do any converting and no SD modeling. It must be done in NURBS.
I think I need to work on the nose, and eyebrow area (seems blocky)
Till Next Time::wavey:

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