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JHarford
06-25-2003, 08:14 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?

http://www.neygees.cz/users/ba/joe/head_horns2.JPG

http://www.neygees.cz/users/ba/joe/head_horns1.JPG

http://www.neygees.cz/users/ba/joe/head_wire.JPG

Thanks

Sofware = maya

in a rush , sorry about breaking post rules

varius
06-25-2003, 09:20 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 .

JHarford
06-25-2003, 09:45 PM
thanks for comments, here is an update

http://www.neygees.cz/users/ba/joe/head_wire_2.JPG


http://www.neygees.cz/users/ba/joe/head_horns3.JPG



http://www.neygees.cz/users/ba/joe/head_horns4.JPG

hope you like, c&c please

Goon
06-25-2003, 10:46 PM
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.

JHarford
06-25-2003, 11:28 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

JHarford
06-25-2003, 11:44 PM
Concept art:

http://www.neygees.cz/users/ba/joe/concept.jpg

discode
06-26-2003, 05:58 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:

Marcinko
06-26-2003, 09:47 AM
definatley check out secondreality.sk also follow some references...will definatley help you...

visgoth
06-27-2003, 06:45 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.

JHarford
06-28-2003, 05:45 PM
thanks very much :) ill sort it out and repost
much appreciated

HapZungLam
06-28-2003, 06:22 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.

JHarford
06-29-2003, 04:04 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?

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