For I have sinned. I have made a big mess of the polys in the back of the head, I have not unwrapped properly the uv’s and I have not found a virgin goat in Longueuil. All the goats here are cheap
But I’ll start with starscream.
Mr. Starscream82, thanks for your comment. I have seen your show when I was young all the time. Too bad you were always the #2 man for Megatron. Despite having the most annoying voice, the fact that you could turn into a jet was awesome. As for your critique, you must be blind. That neck is perfect.
Mr. Maximillian Albert…I cannot speak…thank you for coming to my humble futile attempt at modeling. What? The neck is too long? Absolutly master! You are right, you are right…I was blind and impotent while modeling this unworthy piece. I have corrected the wrong at once. As for animating I swear I have absolutely no plans whatsoever to animate this, but I am so scared that you won’t like my edge flow that I put in extra time just for that. Damn you! I used to do get_poly->cube and then zbrush it. Stop sitting at home crying that Sebastien Legrain is a better modeler and join this contest already!
FalseProfit, thank you a lot. One can learn a lot just by copying wireframes. I’m not saying mine is any good, but look at good ones and try to copy them. I plan on buying the Character Modeling 2 book and copying the Gears of War models. The program I am using is XSI which I find kicks all sorts of ass when it comes to modeling.
Sonic-X Thanks a lot.
Now for the MOST FUN PART - UV MADNESS!
To hell with the uvs. Mine are truely horrible. Kids - don’t uv like this. But there is an actual point I’d like to make - and this is all curtesy of learning from Max MG Albert here. To have an easier time in ZBrush, split your uv’s into different uv spaces, then use the polygroups->edge groups option in the Tool menu in ZBrush. What you will get is a very powerfull and fast way to hide or mask very specific parts of the mesh in ZBrush. When the MG taught me this I was skeptical. It’s not my fault - he looks like a 14-years old kid (he’s actually 15 I think). BUT I love this method. Once you try it once you can’t stop. So here I made a simple example - I select the eye polygons, go to the texture uv editor and in the U entry put “1+” which makes all the eye uvs jump a uv space. That’s it! Now repeat for the ears, lower mouth, and everything else you want to work on seperately.
The third image is the entire uv. Again, it is very badly done, but the concept of having 4 seperate uv spaces is shown. The face is in 1, the eyes in 2, the mouth in 3 and the ears in 4.
Thanks for your comments everyone, sorry for making this long, and mr. Starscream you know I was kidding Thanks.