View Full Version : WIP: Tiny
09-20-2003, 07:33 AM
Woohoo! I'm in for the contest. I'm thinking of doing a buff body builder type dwarf. I couldn't think of a name to match it, so i think Tiny will add to the humor of it. We shall see. :)
09-21-2003, 02:55 AM
Here are a couple sketches. It's going more on the realistic side, like one of Gimli's cousins. hehe. Maybe I should be going cartoony? what do you think?
09-21-2003, 03:07 AM
Here's the other sketch.
09-21-2003, 12:35 PM
Nice sketching! It's your call on how realistic to make him. But realistic takes longer to model well, from my experience.
09-21-2003, 08:55 PM
If you are going to go realistic I would go for bald number 2 :).
10-04-2003, 12:34 AM
I'm going pretty slow at this as I'm learning to model in A:M.
Here's what I got so far. I need help with it cause it looks nothing like the sketch that I'm using as a guide in a:m any tips or advice on my progress?
here's a wireframe view
and this is the sketch i'm using as a rotoscope(also have a side view one.
Any help appreciated. Maybe I should go cartoony :shrug:
10-04-2003, 02:15 AM
Personally, I think you've gotten off to a great start on him. The only suggestions I would make is to maybe give him more of a squared jaw and tweak the nose. Have you been working using just the front picture or did you also use a side view? Generally I use a front and side view to rough out the head and then use a bird's eye view without a rotoscope to smooth out and round it up where needed. I have made some characters using only the front view, but it's always easier if you also have the side. I don't think you're very far off...he looks like he just needs some tweaking.
10-04-2003, 02:41 AM
I agree with itsjustme, I think it looks pretty good for just learning. I would also say that the eyes could be moved slightly closer together. Other than that, I am liking it.
10-04-2003, 05:18 AM
Thanks for the suggestions, I get working on those areas right away. I am using a side view rotoscope as well.
10-04-2003, 05:23 PM
Looks more babyish than the drawing, try widening the jaw, cheeckbones, narrowing the forehead above the brow ridges so they'll stand out
10-09-2003, 01:41 AM
Dang! I'm lagging. Anyways, here's an update on the body part of my dwarf.
Here's the rotoscope I'm working off of.
I have updates on the head, your tips helped a lot. I'll post it later. Let me know what you think of the body. I need help in the chest area.
10-09-2003, 05:00 AM
The body is looking great! Nice spline usage.
10-10-2003, 11:55 PM
Here's my progress so far! Woohoo! I'm having fun. This is my first real modeling experience with A:M as I've only used a:m for animating other ppl's models. I really want to get better so I can animate my own characters.
Here it is.
I'm also gonna have to learn about lighting, texturing, etc. :)
10-11-2003, 02:13 AM
George, he looks really good! Especially for your first A:M model. I have only two suggestions. The first is try making his head bigger compared to his body. More like you sketch with the axe. It will make him more dwarfish and not just short. Secondly, his arms might be a tad too long. Otherwise it looks great!
10-11-2003, 02:59 AM
I was going to post, but since Jim said everything that needed saying I'll just say that is waaaaaay better than my first model. Nice!
10-12-2003, 06:07 AM
Thanks for the advice. I totally agree and will update it soon.
Question, How can i make the bottom of the boot more presentable? If you can see, it looks .... well, not so good. Should I peak the points at the bottom?
Thanks for the help... update coming soon
10-13-2003, 05:59 AM
A quick update to show.... I was learning how to do a uv like mapping texture in a:m. You know, that flattening technique :)
Nothing fancy, just trying to see if i could do it. Anyways, here's the update
Thanks for the advice. I'm liking it better now.
10-13-2003, 02:00 PM
I like the proportions a lot now! Looks good! The belt buckle is a nice detail.
You mentioned before about the boots...I would model the soles of the boots to get more definition there. I usually just extrude down the outside bottom spline of the shoe a few times to get the patches needed to make the soles of the shoes.
Coming along nicely!
10-13-2003, 02:08 PM
Lookin' great, George! As Jim said, this is wonderful work for your first model. I have yet to make a full character model myself, so you're ahead of me by a long ways. :) Keep it up!
10-13-2003, 02:38 PM
Wow what a great looking model. Your first? Sheesh. He's already got loads of personality. Seems the arms may still be a bit long?
10-14-2003, 02:03 AM
I'm adding in the beard... what do you think?
Still need to tweak it some. You think it would be better with a mustach, like the sketch?
Also, i downloaded a simbiont procedural texture of an eye, but it's too big. How can i scale it down?
10-15-2003, 05:12 AM
Great work so far. I like the stubby little legs but I think he'll need knees. Can you show us some wireframes? I'm particularly interested in the nose and mouth area unless you plan to cover them with hair.
The model looks pretty light. Are you tweaking bias or magnitude or something on each cp? Be careful if you are. Actually, I haven't used A:M in so long I'm not really sure if I'm talking about the right thing.
Keep up the good work.
10-15-2003, 07:43 AM
Good idea on posting the wireframe views Dan. I'll post them up asap.
10-16-2003, 03:30 AM
After looking at your wireframes (were they there before?) I'm really amazed how quickly you've learned the right way to arrange splines. I think you need to spend lots more time on the bottom half. I'm having problems with the way the boots and the pants are made. I'd say they are just too simple. If you can model the boots to have nice solid flat soles that would help your image a bit. I would try modeling it in a vertical fashion instead of making it a sock with a bend at the heel. And I think the pants just need some more splines and lots of love.
That's all I got. It's time for me to start building stuff in A:M again and join you folks in a contest...
10-16-2003, 06:58 AM
You're freaking me out Dan! I hadn't put the wireframes up before, or did I? Anyways, you're right on the money as you can see from these wireframes that I'm putting up now.
Thanks for the advance, I'll get right on that.
here's a closeup of the head
Question, i don't know if you can see it, but the beard is not connected to the face. The splines don't merge. You think it should be connected?
Thanks again for all the help. I'll get on those suggestions Dan-o
10-16-2003, 06:43 PM
Not everything need to be connected. If it looks good without a connection I would leave it alon, unless you reallly think you can do it and make it look good.
Also, nice economy of splines. I am having trouble with that.
01-16-2006, 05:09 AM
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