Beast of Burden - Character - KID


#1

My first model please crit me I need it! I know the hands need lots of work and I have not had time to make feet. I didn’t smooth it yet either. But this sure is fun!!! http://www.freewebz.com/beastofburden/

:bounce:

                                                     :thumbsup: 

:bounce:

                                            :airguitar http://www.freewebz.com/beastofburden/

#2

You need to smoooth it:buttrock:


#3

Well it looks like you have a good sense of asthetics. The proportions look good. And it appears you have a good sense of form and relation as well as space; which are all nescesary for great 3D work. I’d say you just need to get used to the tools and how they work. Following online tutorials is a good way to have help learning the subtleties of the many tools in the 3D apps.

As far as the model I’d say try smoothing it. Looking at it now it looks like your going to have the head turn out too smooth and the hands are still going to look “boxy”. But its a really excelent job for your first model. :applause:


#4

Thanx alot ZrO-1 for the pointers. Should i smooth it then work on it some more?? It looks like it would be hard to do that with all the verticies. And for OrestesMantra here is the smooth version.
:slight_smile:


#5

hey bud, thought ive jump in here and throw out some pointers to help you out, for I know how it was when creating my first model. As far as the smoothing is concerned, only do it for now to see what it looks like and what needs to be fixed, then go back to your un smoothed version and work on it from there. otherwise you will have way to many vertices to pull and push. Big thing with modelling is trying to get proportions correct. Always use some type of reference to go by. Just to see how the muscles work, and how the body is formed, then you can start manking your crazy tweeks etc. I can tell you right now that the hands need a little work, but the face is coming along. This may be your first model, but dont let that stop you from expressing your ideas, put whatever comes to your mind on that model to make it unique then everyone elses. Never follow the crowd, but that doesnt mean dont listen either… Keep up the good work. Good Luck on the model, you still ahve a long time before this thing is over. Hope I helped in any way…

shaun
TheSEL :thumbsup:


#6

Hey Kid,
For one of your first models that’s freakin awesome. Like theSel said proportion is key, so I thought I’d send an image of something that helps me. I block a model out with primatives, in this case spheres which are deformed using ffd modifiers (max 4), this makes a great base to then create your model over the top of.


#7

This is the worst model ive ever seen. This looks like a gay barney. WHeres baby bop?
Learn to model assface.

_PS. i know him and im jsut kidding, hes the won that got me into modelling.


#8

Thank you TheSEL for the great tips!! And thanx phil for the model I will have to use that. You guys write back quick. keep them coming. And for you elekt at least my modeling will be better than someones. JK. We got each other in this 3d stuff:thumbsup:


#9

i love you man


#10

I worked on it a little (I am a really slow worker). I am going to have the dinosaur in a glass or clear plastic ball pulling something or someone. I can’t seem to get a good glass like material. If anyone was suggestions or tips PLEASE write me. I am stil having fun though!!!:bounce: :buttrock: :thumbsup: :airguitar :cool:


#11

What software are you using to model this? I could tell you haow to make photo-realistic glass in Maya…but that’s the only program I know how to set it up perfectly in. :shrug:


#12

well arnt I in luck I happend to be using maya. :bounce: :thumbsup:


#13

Could you tell me how to set it up in maya. Thanx man.:thumbsup:


#14

To get a good glass effect you need to have some kind of environment to refract n reflect off the glass. There’s a good glass tut here http://www.geocities.com/CollegePark/9315/lw/tipmain.htm

should work with any program


#15

I’m feeling a bit lazy so I just cut and pasted this:

Open the Hypershade. Select Create -> Material -> Phong to create a phong material node. Open up the node in the Attribute editor and set the following:

Color to Black;
Transparency to White;
Diffuse to 0;
Translucence to 0;
Cosine Power to 50;

Under Raytrace Options set the following:

Refractions to On;
Refractive Index to 1.33;
Refraction Limit to 6;
Reflection Limit to 1.

These settings offer the desired qualities for glass.

STEP FOUR

Assign the phong shading group to the glass. Now you can test render the scene to evaluate this basic glass shader.

To raytrace the glass, you must follow the steps outlined in How to set up reflections and refractions. The reflections and refractions lesson will teach you how to set up critical attributes on your various props to ensure that they are reflected and refracted properly. You will also learn how to set up your Render Globals for raytracing.

STEP FIVE

In the Hypershade, select Create -> Create Render Node. This will open the Create Render Node window. and under the Utilities tab, create the following utility nodes:

3 Blend Color nodes,
1 Sampler Info node

The Sampler Info node is a special utility node that returns values when a point is sampled on a surface during rendering. These values can be mapped to other nodes to create unique effects. In this lesson, the Sampler info node will control the blending of two colors in each of the three Blend Color nodes.

Rename the three Blend Color nodes to the following:

colorBC, reflectBC, transpBC

This will help you distinguish the purpose of these nodes as you build the glass shading network.

STEP SIX

In the Hypershade, drag the samplerInfo node onto the colorBC node. The Connection editor will open. Connect the Facing Ratio attribute to the Blender attribute.

The Facing Ratio attribute returns a value between 0 and 1 based on how much the sampled point is facing the camera. If you were looking at a cylindrical glass head on, the Facing Ratio values would go from 0 at the sides of the glass to 1 at the center.

Repeat this step two more times to connect the samplerInfo node’s Facing Ratio attribute to the Blender attribute belonging to the reflectBC and the transpBC nodes. Now the samplerInfo node is connected to all three Blend color nodes.

STEP SEVEN

Open up the transpBC node in the Attribute editor. Set Color1 and Color2 as shown here. This will create a blend from light gray to white.

Drag the transpBC node onto the phong shading group.

In the Connection editor, connect the transpBCs Output attribute to the phong’s Transparency Attribute.

Now the transparency of the glass will appear stronger at the center of the glass and slightly less transparent at the edges. Test render to compare the results. You may want to darken the gray blend color to make the edges even less transparent.

Note: The value of the blending colors [1.0 for white and approximately 0.8 for the light gray] will be used to set the transparency value. To find out the value of a color that you choose, open the Color editor and look at the Value that is shown as part of Hue, Saturation and Value. A similar mapping of color values will apply to setting the reflectivity of the glass.

STEP EIGHT

Open up the reflectBC node in the Attribute editor. Set the Color1 and Color2 as shown here. This will create a blend from white to light gray.

Drag the reflectBC node onto the phong shading group.

In the Connection editor, connect the reflectBC’s Output R attribute to the phong’s Reflectivity Attribute.

Now the reflectivity of the glass will be strongest at the edges of the glass and slightly less strong where the glass faces the camera. Test render to compare the results. You may want to darken the two blend colors to lower the amount of reflection on the glass.

STEP NINE

Open up the colorBC node in the Attribute editor. Set the Color1 and Color2 as shown here. This will create a blend from black to dark gray.

Drag the colorBC node onto the phong shading group.

In the Connection editor, connect the colorBC’s Output attribute to the phong’s Color Attribute.

Now the color of the glass will be black at the edges of the glass and a dark grey where the glass faces the camera. Test render to compare the results. You may want to change the two blend colors to alter the colors of the glass.

CONCLUSION

You now have a glass rendering that uses Maya’s utility nodes to create subtle reflection and refraction effects. You can easily alter the look of the glass by editing the various blend colors to suit your needs.


#16

Thanx riki and ZrO-1 for the good glass advice. My glass didnt look to good now did it.


#17

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