View Full Version : Character: Draconis
06-25-2003, 07:14 PM
normally i just model weapons, or have been doing for most of my time in 3d but i have recently got into characters. im going for an interview for a 3d moddeling and animation degree, got all stuff i need except detailed head model, heres the start
Please C&C my work, i will improve and modify anything asked or commented on. this needs to be my best piece ive done, and my experience in head/character moddeling is not much.
1 thing, ignore the ear as its now been fixed so the smoothing issued around it are fine now.
Also how export maya to 3ds for render?
Sofware = maya
in a rush , sorry about breaking post rules
06-25-2003, 08:20 PM
Nice... for start :) I think you should change polys aroung mouth. Look at this (http://www.cgtalk.com/showthread.php?s=&threadid=38469) thread .
06-25-2003, 08:45 PM
thanks for comments, here is an update
hope you like, c&c please
He is very boxish.
The face is quite flat, as are the sides. The eyes, corners of the brow, and the cheek bones could all stand to be moved back a little.
The cheekbone extends all the way back to the ear though by that time it should hardly be noticeable. Look at some pictures of a skull. It does not loop upwards into the brow.
The eyes seem good, small maybe, but befitting the porcine squinting character he seems to be.
Rework the corner of the mouth. It should be a loop of polygons, not a corner (can't really tell what you did, just guessing, the mesh is quite confused right there).
You have odd quads all over the place; the cheeks, side of the head near the eye...why? Its not a clean mesh and these probably wouldn't animate very well. The edgeloops are more important than quads, doing them right will also give you mostly quads.
06-25-2003, 10:28 PM
thanks, thats just what i need, very helpful, ill rework all of that tonight and repost.
thanks everso much :)
beign my first mesh in maya and semi first head moddeling its quite hard for a clean mesh .
im reading through the topology thread now and will update
06-25-2003, 10:44 PM
06-26-2003, 04:58 AM
In addition to the link that varius posted you should definetly check out http://www.secondreality.ch . This tutorial will help greatly with getting the poly flow correct. Right now your head would not deform very well in animation. Also sorting out the edge loop problems that you have going on right now will help to make your model look more smooth and not so lumpy. Overall you are off to a good start. Keep at it :thumbsup:
06-26-2003, 08:47 AM
definatley check out secondreality.sk also follow some references...will definatley help you...
06-27-2003, 05:45 PM
I took the liberty of painting in some cleaner topology. Don't be afraid to add density to your mesh, sometimes extra geometry is a good thing.
06-28-2003, 04:45 PM
thanks very much :) ill sort it out and repost
06-28-2003, 05:22 PM
Good advice visgoth
JHarford, minipulate the points everytime when you wanta add an edge or point. Don't get into detail before you are happy with your basic structure.
06-29-2003, 03:04 AM
thanks, yeh i am now fixing mesh every time nearly) that i add edges etc, good advice., thanks.
No clue how to texture it in maya, how can i import it to max?
01-15-2006, 12:00 PM
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