View Full Version : First 3D practice

07 July 2011, 04:59 AM
Hi, my name is Richard and this is my first post.

So, i am starting to study 3D modeling.
I am modeling Willie E. Coyote, and would like to hear some critics, mainly on topology.

It's still a Work in Progress. Ignore his tail, i've just started modeling it.

This is one of my first 3D models, so take it easy, guys :)
Btw, if you could give me some tips, and/or some feedback, feel free to reply

Thanks ! ( ( ( (

07 July 2011, 10:57 AM
Hi Richard, welcome to the forums.

I think you're model's looking great, what a great subject, probably my favorite Warner Brothers characters.

07 July 2011, 01:11 PM
Thanks for the feedback :)
Willie Coyote is my favorite cartoon character, so I'm having fun modeling it !
Road Runner is the next !

07 July 2011, 02:22 AM
anyone else ? :rolleyes:

07 July 2011, 04:13 AM
In my opinion it's look pretty good so far. Maybe his eyebrows are a little bit too thick, and his chest doesn`t look quite right, it looks like if he were holding breath.

Very good modelling, considering you say this is one of your first models.What software are you using?

07 July 2011, 05:47 AM
your density over all is good, the density of loops in one direction isn't over whelming the other (you have close to square polys), all your edge loop "endings" seem to be done properly (ex is the quad ending on the side of his nose), the topology looks correct for rigging and animation, your proportions are good... everything looks great!

wait! i finally found something! hehe, it looks like you may have one too many edge loops in the shoulder. its creating that pinch when you go to smooth mode.

Could we see a close up, top 3/4 view of his head? I'd like to see how you attached the ears and how they come together with the topology around the top of his head, and where the eye ridge... or where his temple would be.

Do you plan on texturing the character? I would love to see it posed and put in a scene when the model is finished :D

- Bergquist

07 July 2011, 12:53 PM
Thanks for your feedback ! :)
Of course, here it is, the 3/4 wires.

About the shoulder, i will see what i can do. Maybe my reference image wasn't very clear. I will look for other references and study them.

About the texturing, yes, i plan to texturize it. I am not an animator, but I will ask a classmate to animate a small scene with this model (and the roadrunner).

I've got a lot of work to do. Hopefully tomorrow I can finish him and start the road runner.


07 July 2011, 08:23 PM
Hi, posting some updates.
I've modeled his hands and foot and fixed his shoulders.
Let me know what you guys think :)

Tomorrow i'll try to finish his tail and fix his eyes.

07 July 2011, 02:20 AM
i think it's actually in a forced posture, i mean, it looks like an already rigged posture, not as an original body model. Looking good anyway so far.

08 August 2011, 09:17 PM
Hi, long time no see !
I've been very busy these days and I couldn't post some updates.

Well, here i am again posting some minor updates ( ( ( ( ( (

Fixed his eyes, foot, mouth and some proportions (legs)

I am having trouble with his tail and his eyebrows. I'm not satisfied yet with the result.
Maybe you guys can give me a hint ?

I am planning to finish the model on Zbrush, what do you think ?

08 August 2011, 03:42 AM
UPDATE: I showed the model to my colleague (he is a character animator), and he suggested that I should model the tail erect (without gravity affecting it).
Should I follow his suggestion ?

08 August 2011, 04:03 AM

Nice model... Do you know how to apply fur? because it would be gud if you render it with fur.
Loot at this link

Also, your friend is right... you should model the tail straight/erect, this would help him to skin easily.


08 August 2011, 04:26 AM
Thanks for your feedback AayZee !
I am new to the render-world, but i imagine there is a material for fur, right ?
Does anyone knows any good tutorial and/or tips ?
I'll look on Mr. Material and try to find one

08 August 2011, 04:06 AM
Well, "fixed" his tail.

But, i don't know, it looks strange :( ( (

Also, didn't find good materials for fur-rendering in 3Ds Max and Mental Ray (wich i am using right now). Just found some for Maya (wich i don't owe and have no experience).

Anyone would like to help this little fella here ? :rolleyes:

08 August 2011, 12:52 AM
I've got a question. I do not have much experience with texturing.
I must map the UV, right ?
The problem is I can't figure out how to set the UV's of his head.
I am using Blender to map his UV's.
Any good tutorials ?

Another question about the texture. Should i make his fur using displacement maps ? I tryied today some fur texture on him and messed up with the settings of the material, but the ending result was horrible ! (perhaps the reason is the UV's ?)

those are noob questions, but i would appreciate to hear you guys :)

08 August 2011, 12:49 PM
Nice work, Richard! Not a simple character and especially not as first modeling exercise, but very well done so far. I think that you should focus on modeling and rigging, instead of adding fur as well. Textures could be very simple, just plain colours actually.

Extremities and tail should be always modeled in an ‘average’ pose, ideally the center pose of all possible movements, allowing you later for example to lift those arms over the head. A tip here to imagine your character floating under water totally relaxed, which is the ideal default pose, but artistically difficult to create the overall look like that. So legs are mostly modeled in a standing pose (but spreading them slightly is almost a must on cartoon characters, which have a wider range of movements than humans) and arms should be in a relaxed T-pose (arms pointing to the side) to allow wide movements also above the head.

Your wire should have the necessary resolution to allow stretching at the bending areas, needing at least 3 edge loops at the joints.(as done at your elbows here, but totally missing at the groin area)
(btw: my Felix model is done by using a completely different modeling technique, using a combination of tris and quads, therefore hardly helpful to look at.)

The pointy shoulders on your character will cause a lot of troubles when lifting those arms. You can pull them down a bit(also to have more space there when lifting them)

Wishing you further on much fun at building your Coyote!

08 August 2011, 05:09 AM
Thanks for you feedback zokana !

I spread his legs a little bit and tried to fix his shoulders. Also, i tried to make a more relaxed pose like you suggested. About the loops on his groin, i addeed some loops on that area. Let me know what you think :)

Ok, I definitely don't know anything about render.
I tried some Cell Shading using the Ink 'n Paint material, but the result didn't please me :(
I have no ideia how to set the lighting of the scene. ( ( (

09 September 2011, 02:45 AM
Hey cool model so far, he is my favorite character of all time, a super genius!

I don't know lighting all that much and I have never used blender but the easiest to set up is studio or 3 point lighting. I found this link for you....

I agree with zokana (, that you should focus on modeling and rigging, UV/textures and fur are a completely different beast all together especially on inorganic models.

10 October 2011, 07:22 PM
Hi guys !
Long time no see !

I've been quite busy, but little by little I worked in the model.
I tested a LOT the Hair and Fur. It was quite a nightmare, but i am almost satisfied with the result :)

Here's what I got: (

My problem now is with the lighting. The light setting doesn't affect the Hair and Fur. I've searched for related problems and the solution would be turning on the "mr prim" instead of "buffer" on the Hair Rendering Options. But when I choose this option, the hair turns white.

Here's a pic: (

Could someone give me another hint of what's going on ? :)

11 November 2011, 10:40 PM
anyone ? :)

11 November 2011, 01:41 PM
Shameless bump :)

11 November 2011, 03:48 PM
Great work for a 1st model.

What app are you working in, if you are using Maya I could take a look and see if I can shed any light on your problem :D. I mainly use shave and haircut for fur though and so you might just be best fiddling with the settings yourself. You tried changing the specular values etc.

11 November 2011, 06:07 PM
Thanks for the feedback !

Unfortunately I am using Max (2011).
BUT fortunately I've changed some options and lightings parameters and it's starting to take shape. I am not sure what was the real problem, but following this setup...

... I was able to render correctly.

Here's what I've got: (

I am finally happy with the result. There are still many things to improve, like the lighting and the fur, but for now I am satisfied. Some post-production will be made on Photoshop, to increase the fur contrast (Fur Materials are a nightmare :banghead: ) and to remove the coyote shadow on the wall.

Tonight I am going to render it in High Resolution and finish him :)
I'll post the result as soon as it's done

11 November 2011, 01:08 AM
Well, as I promised, here's the final result: (


It's far from perfect (my reference:, but I am sattisfied with the outcome. The render time was exhausting (around 12 hours) and I did a lot of adjustments later on Photoshop, but finally I've finished it.

What do you guys think ?

Thanks for all your feedback and tips, they were vey useful!

12 December 2011, 10:18 PM
should I close the thread ?
i'm not familiar with the forum yet :)

CGTalk Moderation
12 December 2011, 10:18 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.