Acumen Posted May 1, 2006 Report Posted May 1, 2006 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 Quote
Skjalg Posted May 1, 2006 Report Posted May 1, 2006 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 edit: Todays model.. (Another cylinderquickie) Do you guys think 18 sides is too much for a pillar? Quote
JAL Posted May 1, 2006 Report Posted May 1, 2006 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 Quote
KungFuSquirrel Posted May 1, 2006 Report Posted May 1, 2006 Do you guys think 18 sides is too much for a pillar? That entirely depends. How big would a player be compared to this? Quote
Defrag Posted May 2, 2006 Report Posted May 2, 2006 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. Quote
Skjalg Posted May 2, 2006 Report Posted May 2, 2006 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 :] Quote
CyanideCotdPnuts Posted May 7, 2006 Report Posted May 7, 2006 Just a little some-some I've been working on and off for the last few weeks on in my time between school, work, friends, and TW: S Quote
CyanideCotdPnuts Posted May 7, 2006 Report Posted May 7, 2006 Depends on the ref. My ref has a bra over it, so that's probably why it looks wierd. Quote
nico Posted May 8, 2006 Report Posted May 8, 2006 http://img103.imageshack.us/my.php?image=dagens45mx.jpg very wip. cc would be nice tho. Quote
KoKo5oVaR Posted May 8, 2006 Report Posted May 8, 2006 ohhhhhh really nice start nico, i dunno why, but i find a powerfull expression in this character Quote
Spellbinder Posted May 8, 2006 Report Posted May 8, 2006 koko its because of the eyebrows and the nose, seriously. He makes this squirt with the eyes and it makes it alive and powerfull. Good work nico! Can't wait for it to be done with texture Spellbinder. Quote
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