View Full Version : Character: Draconis

06 June 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 June 2003, 08:20 PM
Nice... for start :) I think you should change polys aroung mouth. Look at this ( thread .

06 June 2003, 08:45 PM
thanks for comments, here is an update

hope you like, c&c please

06 June 2003, 09:46 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.

06 June 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 June 2003, 10:44 PM
Concept art:

06 June 2003, 04:58 AM
In addition to the link that varius posted you should definetly check out . 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 June 2003, 08:47 AM
definatley check out also follow some references...will definatley help you...

06 June 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 June 2003, 04:45 PM
thanks very much :) ill sort it out and repost
much appreciated

06 June 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 June 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?

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