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  08 August 2008
thats not an accident I wanted it to look like that, I already know how to model with polygons. Ive been using max for a long time. I prefer both patches and nurbs, suits me better. Im fully aware of the preferance among max users. you can box model or edge model a body out of patch just as fast.

2d or 3d, you tell me

http://bleed.hereweb.com/2dor3d.htm

Last edited by tyree : 08 August 2008 at 10:38 PM.
 
  08 August 2008
Poor topology is intentional?

Now I'm really confused...

2D or 3D? Strictly speaking everything you've posted is "2D", but that's a different story. The image on the right looks like your character lit with a single bright light, or it's using some kind of cell shader. It's not a very strong silhouette and isn't easy to read or appealing, but I'm going to assume that's intentional. Whether it's real-time 3D or a rendered image doesn't seem relevant.

Are you asking what we prefer? Or are you trying to trick us into thinking it's one or the other?

Can you explain what your project IS? What's your brief? What are you trying to achieve?
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Honeydew Studios
 
  08 August 2008
Hmmm......

You do realize that you can have a highly stylized
character, and still have good topology don't you?

It's your messy topology that makes rigging and skinning
very difficult. Your characters deformations are also being
messed up by the bad topology.

If you know how to model with nurbs, patches, polys, then
you would know how important topology is.

I wasn't being Max specific about poly/sub-d compared to
patch and nurbs. You will find most people model using sub-d
because it simply works!

If you want your character to look like that, that's cool. But as
I said above, you can still achieve this with good edgeflow/topology.
The added benefit of maintaining good flow is that deformation of
the skin will be more predictable during animation.

Lewis
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  08 August 2008
martin I wanted to know what it looked like it from someone elses view. your damn near on the money its a paint map. its taking its color from the background color how it looks depends partially on the background behind it. its another take on getting a 2d look for a 3d character. if I put a sketch or painting behind it. it could blend in perfectly


lewis its been pretty obvious for years that polygon modeling is the most used regardless of the program. that was never in question. thats true about edge flow but Im at the point where experimentation is more important than edgeflow. Im not saying I completely disregard edge flow I dont and having a edge with a curve in it doesnt automatically make it problematic.

take the image you posted with the curve at the soulder. that wasnt causing a problem during animation. but I did take the collarbone and stretched it out to the shoulder in the skin modlfier. why, just wanted to see what it would look like to have the collarbone driving the shoulder animation. the topology really isnt messy your thinking about it like its a polygon it starts out as a patch and gets converted to poly and the polygons are evenly distributed

Last edited by tyree : 08 August 2008 at 12:45 AM.
 
  08 August 2008
Tyree,

Topology is messy! That's obvious from the clearly visable
shadows/creases in the rendered image. It looks like
the character is made out of cardboard, and as the arms,
legs, etc bend, the body creases, thus making it look like
a woman made of cardboard.

This is the point I'm trying to make, your characters skin does
not behave in a believable way. Note, I said "believeable", not
realistic, not trying to argue mate

It's just really hard to get a feel for where your coming from.
At the moment your model looks like the work of a beginer/intermediate
artist, and as people progress, their topology and edgeflow gets better.
We haven't seen any models of your's that have good flow, so it's very
hard to see that if you have reached a decent level of modeling, why you
would want to regress.

Confused.

Lewis
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"I'm not lying, I'm writing fiction with my mouth"
 
  08 August 2008
cardboard female thats an interesting take Ive never seen a model and thought that looked like cardboard. I'll have to do something about that

2d 3d side

http://bleed.hereweb.com/2dor3dside.htm

Last edited by tyree : 08 August 2008 at 05:22 AM.
 
  08 August 2008
Tyree, you're confusing me with this thread.

In order for you to get feedback (if that's indeed what you want) you need to explain to me what it is you are doing. So far all you've showed me are a series of poorly animated scenes with a less than impressive character rig.

I don't get it.
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Honeydew Studios
 
  08 August 2008
Ha ha,

Yeah cardboard would be interesting
I was just using it to roughly describe the creases, oh well.

There is an advert in Australia for a photo copy paper company,
and the ad features a city made out of rough paper. People, cars,
etc, and the hero is all smooth paper dude. Really well done CG ad,
I will have a look on youtube for it.

Lewis
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"I'm not lying, I'm writing fiction with my mouth"
 
  08 August 2008
line work

http://bleed.hereweb.com/thinwalkink.htm

I know one of them doesnt look like cardboard

Last edited by tyree : 08 August 2008 at 05:41 PM.
 
  08 August 2008
Are these all for some big project your working on? Im not quite sure I follow what your trying to achieve. Are these tests for some sort of web based 3d game? It would be nice to get some backstory on what your working on and what your trying to achieve. It would make giving feedback much easier
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  08 August 2008
thats the direction Im going in something interactive. but also something that you just look at. shockwave isnt the only format but its so easy to throw something in this format and test it out.


just checking to to see how the character and environment blend

tree line

http://bleed.hereweb.com/treepathflat.htm

Last edited by tyree : 08 August 2008 at 09:06 AM.
 
  08 August 2008
I really shouldnt write this but cant help myself, this thread is like talking to a wall. nothing you guys say will make it better, there are so much people here on cgtalk that actually hears you crtis and try to make things better when getting feedback so this thread is almost an insult to them.

Stop wasting time on this thread and just help other people instead, who actually listen...
 
  08 August 2008
Amen.

</endthread>
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  08 August 2008
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