Astronaut guy

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  09 September 2012
Astronaut guy

Hi everyone.

This is a work in progress of a model I'm trying to build. the design itself isn't even finished yet (never had one to begin with, since I just started pulling shapes here and there) I AM however planning to give him a helmet and some more accessories.

I would like someone to give me advice as to where to go from here. I am hoping to build a animation portfolio piece but is stalled on the direction of the project.

I have very basic knowledge in Maya and minimal understanding in Zbrush, but does have an artistic background. Everything in the picture is build by pulling vertices and extruding, and soften/harden edge... I would love a rundown on the correct workflow and the "standard way" to do things. Anyone who can give me some design tips on the model are appreciated as I am quite lacking in creativity!












I am hoping some of my questions may be answered (not all of them, but I am so confused at the moment so I am throwing it all out there):

-do I add in finer details with texture/mapping/geometry? for example, a buckle, zippers. Or those "belts" i already placed on his body... did I use the wrong method? If I were to add detail with geometry, do I make a separate geometry and just combine them together? or always extrude from main model and build from it?

-What is the next step? Texturing or rigging comes first?

-As can be seen in picture, there are soft white/glowy lines along the straight edge on the pants legs that doesn't seem to appear on the upper part of the model. Is it caused by a lack of divisions or did I screwed up with normals? *should note that I still have a very vague idea of how normals work or how to use it. I never had to really play around with it with previous experiences.

-When I tried to smooth it (or press 3), everything looks melted in and gummy. I want certain parts (large area of fabric) smoothed, but I want to keep the general "blocky" unpolished look on the character.. do i use the crease tool to adjust the sharpness of the edges before smooth? (or just keep the whole model unsmoothed?? or just Add Division?)

I'm linking a file below from my dropbox which is the entire workspace file. Maybe someone nice enough can look through it and give me a critique on how I'm doing so far in terms of procedure/organization/use of polygon. (are there industry standards on .... anything?? that I should know about? I am guessing it takes more than dragging around vertices)

https://dl.dropbox.com/u/99183525/astronaut_9_31_v1.mb

I mentioned Zbrush very early on because I wouldn't be opposed to learning it if anyone suggest it to be a possible route to improve the model. (I was always super impressed by the showcased renderings of those master's on this site)
 
  09 September 2012
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