Rick_D Posted November 10, 2006 Report Share Posted November 10, 2006 Ignore the yellow mesh, the light blue is meant to be the tails of a military-style coat, thin material. The shoes are adidas sneakers, not military boots. How is the poly distribution, the cuts and the potential distortion? This is my first player model, so I appreciate any and all crits that will help me avoid mistakes and get the best out of the model. Thanks. [edit] thanks 'champ Quote Link to comment Share on other sites More sharing options...
Rick_D Posted November 10, 2006 Author Report Share Posted November 10, 2006 Started detailing the head: It looks a *little* bit like the tutorial I'm using for this, but I want to go back over and clean up and add/remove details once I've got the rough shape fleshed out. Quote Link to comment Share on other sites More sharing options...
hessi Posted November 10, 2006 Report Share Posted November 10, 2006 cough. the head looks terrible. you should work with edgeloops that align with the human muscles. http://thomashess.net/hessi_wire.jpg not perfect at all but you can figure out what i mean Quote Link to comment Share on other sites More sharing options...
Bic-B@ll Posted November 10, 2006 Report Share Posted November 10, 2006 [01] [Rick_D] http://www.mapcore.net/forums/viewtopic ... 570#127570 [01] [bic] your face lacks in loops [01] [bic] say somethng like "i need a good example of edge looping" and hessi will give you a pic of his face [01] [bic] im too lazy to find it Quote Link to comment Share on other sites More sharing options...
Rick_D Posted November 10, 2006 Author Report Share Posted November 10, 2006 Ok thank you hessi. Quote Link to comment Share on other sites More sharing options...
hessi Posted November 10, 2006 Report Share Posted November 10, 2006 hahaha bic Quote Link to comment Share on other sites More sharing options...
Defrag Posted November 10, 2006 Report Share Posted November 10, 2006 Some other links regarding looping: http://ambient-whisper.cgcommunity.com/ ... age-3.html There used to be a great page here too, but it's down now http://coldfusion.art.msstate.edu/camen ... setup.html Quote Link to comment Share on other sites More sharing options...
Rick_D Posted November 10, 2006 Author Report Share Posted November 10, 2006 I started tidying up the loops, much work to go :S Quote Link to comment Share on other sites More sharing options...
Rick_D Posted November 12, 2006 Author Report Share Posted November 12, 2006 For my first model I decided to go with a balaclava because it's easier :S Such a cop out The next one will be a proper head, done the proper way. But for now I just slapped on some temp materials: Quote Link to comment Share on other sites More sharing options...
cyberjunkie Posted November 12, 2006 Report Share Posted November 12, 2006 Looking Very Good! for a first human body model! Quote Link to comment Share on other sites More sharing options...
Rick_D Posted November 12, 2006 Author Report Share Posted November 12, 2006 The head is still a major concern to me, but I have plenty of time to go over it and tweak it a little. Quote Link to comment Share on other sites More sharing options...
von*ferret Posted November 12, 2006 Report Share Posted November 12, 2006 Try to keep quads. FOr human models I suggest you read the Joan of Arc tutorial. Its quite possibly the best human modeling tutorial on the internet. http://67.15.36.49/ffa/tutorials/max/jo ... anmenu.asp Quote Link to comment Share on other sites More sharing options...
CyanideCotdPnuts Posted November 12, 2006 Report Share Posted November 12, 2006 I disagree. That modeling tutorial is bogus because it teaches you to work with NURBS which is not a standard tool most modelers use, especially for low-poly stuff such as this. If you have access to the HLMV, reference their topology. That's how I learned how to do low-poly organics. Quote Link to comment Share on other sites More sharing options...
Rick_D Posted November 12, 2006 Author Report Share Posted November 12, 2006 Thanks to everyone who gave me crits here and in IRC (especially Acumen). What I did was import the urban_reference.smd and tried to match the quads as best as I could in my own model, I don't know why I didn't think of it before tbh. I am still trying to get some good reference photo's for the face, so I can model something a little bit more advanced for my next model (this isn't finished but I've finished fleshing him out properly and I can go about cleaning up all the wasted polies). Quote Link to comment Share on other sites More sharing options...
Pericolos0 Posted November 12, 2006 Report Share Posted November 12, 2006 I disagree. That modeling tutorial is bogus because it teaches you to work with NURBS which is not a standard tool most modelers use, especially for low-poly stuff such as this. If you have access to the HLMV, reference their topology. That's how I learned how to do low-poly organics. if you ignore the nurbs stuff it is still a great tutorial on modelling a human face with proper edge loops Quote Link to comment Share on other sites More sharing options...
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