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View Full Version : Character: WIP | need crits


ijinn
07-25-2003, 05:12 PM
hiya, i need your help on this character's overal shape and proportions. :\

please help me to see what i cannot see past my own faulty artistic eyes. :)

http://members.cox.net/unowner/cgtalk1.jpg

http://members.cox.net/unowner/cgtalk2.jpg

legs arnt attached just yet.. still working on upper bod.
Using Maya 4.5 / poly modeling.

Goon
07-25-2003, 05:25 PM
Can you please post a concept sketch, and replace the subd level 0 pic with the polygonal mesh (just convert the subd to poly and take a screenshot). The semi-smoothed subd just isnt that helpful.

I'm asking for a screen because you are obviously not making a human, so its rather critical to know where you are going.

Shoulders: too wide

Arms: once the shoulders are moved in they will be too short. Including the hand, the should be about halfway down a normal humans thigh when at the sides.

Face: good normal human proportions from the front, a bit too long from the side (front and back wise). Just move the face a bit back towards the ears and that should clear things up.

Abs: wtf? no offence but those are...unique.

Please go study some anatomy. You'll probably need to reference a bird or something for the legs.

ijinn
07-25-2003, 05:44 PM
Thanks for those comments Goon, and i will get right on to fixing the shoulder and the arm lengths..... I sorta knew something was wrong, but just couldnt put my finger on it...

I didnt start with concept sketch unfortunately, i am still new to modeling organics and humanoids(this is 2nd organic model) so i try to model whatever that pops in my head and just go with it(obviously that's where the problems lie)... abs were... just last minute placement but might be different as the model progresses.

but here are the wire polymesh screenshots.

http://members.cox.net/unowner/cgtalk3.jpg
http://members.cox.net/unowner/cgtalk4.jpg

Goon
07-25-2003, 05:55 PM
You have a very nice face mesh for the second time out. It has a couple problems as far as topology so i would suggest you look at THIS THREAD (http://www.cgtalk.com/showthread.php?s=&threadid=38469). Also on the forehead you deal with a tri by splitting it across the center of the model. This is a fairly pointless solution and adds nothing to your models deformation. Maya handles tris rather well, so dont worry too much about them. Topology is more important than a "perfect" mesh.

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