View Full Version : First organic modeling
07-23-2008, 12:52 AM
Here's the modeling of my alien stealthor(Yes, I came up with that). So far it has an alligator head with things like gills in the side of the eye for thermal sensing and 2 other hole for hearing. :)
As for the modeling, this is my first organic modeling. I have done many model before, but they ain't good enough for me to show it here. Any suggestion on the model itself. I'm gonna sculpt it later once Im done.
Now for the pictures
http://img243.imageshack.us/img243/1124/stealthorwiphighpolysmopu3.th.png (http://img243.imageshack.us/my.php?image=stealthorwiphighpolysmopu3.png)http://img92.imageshack.us/img92/21/stealthorwiplowpolywiremm7.th.png (http://img92.imageshack.us/my.php?image=stealthorwiplowpolywiremm7.png)
http://img301.imageshack.us/img301/4396/stealthorwiplowpolysmoomm6.th.png (http://img301.imageshack.us/my.php?image=stealthorwiplowpolysmoomm6.png)http://img512.imageshack.us/img512/9063/stealthorwiphighpolywirog0.th.png (http://img512.imageshack.us/my.php?image=stealthorwiphighpolywirog0.png)
07-24-2008, 02:31 AM
No comments? The only reason why I joined this site is to learn modeling and getting suggestion from others. :/
New Update: The base body is finished right now. Now I'll model the legs and the claw. And then add eyelid, tongue, teeth. Animation stuffs, yes I never learned animating, so I don't really know what some of the stuff is called.
07-24-2008, 02:36 AM
Not bad for your first organic model man :)
My first one was beyond terrible haha a dragon that looked like a nintendog .
Anyway time for some crits :)
The area around the eyes select the edge loop of the hole , and extrude that inward a few times to create an empty cavity the perfect size of the eyeball .
I think also try add more form and definition to the center length of his snout , feels a tad flat and wobbly unless that's the effect you're going for .
Keep the updates coming .
07-24-2008, 03:15 AM
lol that's funny linchpin...my first organic/animal was a treefrog, and it literally looked like road kill and i animated a turn around of it, it was horrible. anyways back to crit on the crocodile. you might want to add edge loops around the eye socket, mouth, and nostrils. although it's not human the muscles underneath still follow anatomy. you might also want to work with less polys cause it's much easier to work with. well then until your next post, happy modelling.
07-24-2008, 04:17 PM
These forums aren't the best place to recieve critiques or constructive critisism. When I had initially joined the forums I too thought this was an awesome place because of the number of individuals on the forum. But it seems to me that people just flock to the professional WIP threads to comment how good and perfect things are. Meanwhile, those of us trying to learn and grow are left with absolutely nothing. I have lost respect for these forums. They're not as cracked up as I thought they would be.
07-25-2008, 02:00 AM
To tastyudon: It not really a crocodile. Like I said in my first post, it really an alien. I can tell you the whole story of how I got this idea. I have done your crits, and yes I know using less polies is better. I should have extruded based on polyreduction and not the blueprint which has bump :/
To LinchPinZA: I actually have done your crits as well. Well I must have learned a lot from Maya dream :-P.
To Shuggs: That is why I comments to nonprofessional and I feel like doing the different things just to keep the nonpro getting comments. ;)
I really gotta fix the crappy polyplacement and reduce the polies. Here's some of the pictures
07-25-2008, 07:10 AM
hey there StylizedCarfan im a hobbyist myself , sometimes i wish cgtalk could creat a sepperate WIP section for hobbyists, since our works tend to get uncommented washed away ( we have to be very persistent ^^ ) :lol: .
But now let me comment on your work. I think you have a good start on organic modeling, tough i would recommend, out of my own experience, to go with the "extrude poly edge technique" when it comes to organic modeling ( it looks like you used the model from a box technique ) ... maybe you'll try it on your next model. In the beginning you just surround the topological landmarks of a character with poly rings ... like eyes, mouth, nose ect to creat the basic loops and than you just connect them together.
But anyway, your last pictures shows that you made good progress, maybe you can try a render now.
Keep it up :thumbsup:
07-25-2008, 07:49 AM
I can dig it :) That first model one gets to look decent is always one to remember. Mine was a pair of frogs. Or something like frogs :D
The thing about alien creatures is, even if they're way different from earth species they still look like they need to work on their own terms. Check this guy out; he's a Texas cave salamander, as seen on BBC's Planet Earth series:
Proof that we have some freaky-alien-looking stuff right here on Earth! Anyway, it might give you an idea or two on how the limbs could be attached and constructed to look natural without having to model really complex attachments (yet still being nice and bizarre).
Good luck, man!
07-25-2008, 11:59 AM
To boeserWolf:Yes, our work are less uncommented, :x. Box modeling, uh no way. I used the extrude edge technique, it is so much easier to model with, even with cars and other objects. I'll try a render as soon as I get out of vacation. ;)
To chrisbeaver: Wow, the image gonna give me a nightmare :P. But yes, it does gives me a very good idea. I might wanna make the texture in photoshop since I do not have zbrush or things like that.
I'll PM you guys as soon I get back from vacation. I'm pretty much worried that my work will be left uncommented after I get back from vacation. That is the main reason of PM. It might end up as long as 2 weeks without updating this thread due to vacation.
08-06-2008, 01:59 PM
Ok.. Maybe not PM. I got new update. Started with textures and I figure I got some problem. :/
08-06-2008, 01:59 PM
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