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Posted

i think its really cool that you tried and followed almost all the crits to improve the model. pretty hard to find people like that ^^

most of the time they say things like "yeh im gonna do that on the next model" just to make the same mistakes again.

i bet you learned quite some things on poly-distribution on that one.

yeh, just wanted to say that, really nice job :)

Posted

i think its really cool that you tried and followed almost all the crits to improve the model. pretty hard to find people like that ^^

most of the time they say things like "yeh im gonna do that on the next model" just to make the same mistakes again.

i bet you learned quite some things on poly-distribution on that one.

yeh, just wanted to say that, really nice job :)

Thanks man, and you're completely right... Even though im a bit tired of that silly ol' bucket right now, I did learn quite a few things... plus I'm starting to get the hang of the whole low poly procedure modeling business :]

And after doing 4 different UV's on that bucket alone I think I've learned a few tricks there too :D

edit: Todays model.. (Another cylinderquickie) Do you guys think 18 sides is too much for a pillar?

column_papyrus_render.jpg

Posted

My very first character model is coming along nicely so far.

It's a selfportrait

It's around 1200 poly at the moment. I'm 100% sure there are better ways of modelling a human but it's my first try so I used all the sculpting skills I've acquired so far.

As for the use of the model, I'm most likely not going to use it on any game engine etc. I'll finish the model, make an uvmap for it, texture it.

I'll then use the model for learning how to rig models and make animations.

And yes I do not have hair and the shoes are way big :)

jal_selfportrait.jpg

Posted

Do you guys think 18 sides is too much for a pillar?

It's all about context, really. Where is the model being used? How big is it? How many of them will be visible at once? Is it a centrepiece of a room or the map? Is it a high or low traffic area? etc. etc.

If it's just an average (as in general/generic) prop, I tend to eyeball it while creating the cylinder and remove sides until I start to really notice it.

Posted

Move the legs closer to eachother, and shorten the arms a little.. you might wanna tone down on the size of those shoes/pants too, but i think it looks kinda cool :]

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