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human moddeling... #131627
05/24/07 16:36
05/24/07 16:36
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline OP
Serious User
capanno  Offline OP
Serious User

Joined: Nov 2004
Posts: 1,011
South Africa
Hi

Any hints, suggestions? This is hard...



I know the nose is very wrong. Haven't really worked on it. Trying to get the overall shape right.

Re: human moddeling... [Re: capanno] #131628
05/24/07 16:42
05/24/07 16:42
Joined: Jan 2007
Posts: 1,565
innsbruck, austria
achaziel Offline
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achaziel  Offline
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Joined: Jan 2007
Posts: 1,565
innsbruck, austria
could you show us some shots of different angles? it's quite hard to say somethin about that...


Yeah, but... Who is Lu?
Re: human moddeling... [Re: achaziel] #131629
05/24/07 16:52
05/24/07 16:52
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
This is a good start Capanno.


Models, Textures and Games from Dexsoft
Re: human moddeling... [Re: Machinery_Frank] #131630
05/24/07 18:40
05/24/07 18:40
Joined: Jul 2005
Posts: 421
Germany
DoC Offline
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DoC  Offline
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Posts: 421
Germany
dont forget the ears

Re: human moddeling... [Re: DoC] #131631
05/24/07 18:53
05/24/07 18:53
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
He mentioned it was hard already but he made a relative good organic shape untill now
I think the ears will be a piece of cake for Capanno

Cheers

Frazzle


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Re: human moddeling... [Re: frazzle] #131632
05/24/07 18:59
05/24/07 18:59
Joined: Mar 2003
Posts: 556
The Netherlands
scary_man Offline
Developer
scary_man  Offline
Developer

Joined: Mar 2003
Posts: 556
The Netherlands
I think a wireframe shot would come in handy


Modeller =D
Re: human moddeling... [Re: scary_man] #131633
05/24/07 19:39
05/24/07 19:39
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline OP
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capanno  Offline OP
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Joined: Nov 2004
Posts: 1,011
South Africa
Yeah sorry forgot.

Here are some different angles. Seems a bit to "thick" at the top, and there's allot of ugly geometry that needs to be fixed, like on the forehead for example.



Last edited by Capanno; 05/24/07 19:40.
Re: human moddeling... [Re: capanno] #131634
05/24/07 20:15
05/24/07 20:15
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Good start for sure and going well.

There are heaps of good tutes on the net related to Max modelling and so on that are fantastic to get up to what you may consider good in a short period of time, my advice is to find one you like and go for it, they will teach about construction lines, planes etc but keep in mind, most are not related to game modelling but rather for renders in both stills and movies.

Re: human moddeling... [Re: capanno] #131635
05/24/07 20:18
05/24/07 20:18
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
okay, i just looked at the forehead, and noticed something, so i figure i'll just put in some criticism:
the forhead has this "bump" in it, that's like an extention of the nose. on the first screen it looks like it comes out pretty far. dunno about you, but I don't have a bump like that on my forhead... I really can't tell if it's completely wrong, but it's definately too big. another thing I noticed: the area around the mouth looks like it was extruded or something. it's close to right, I guess, but on the sides, where it morphs into the cheek, the transition should be smoother. talking of cheeks: I like the high cheek bones. very good looking. gives him a serious but handsome type of look.
Yeah, as you said, nose should get some improvement. major thing I noticed: it's edges seem a bit sharp, between the two eyes... (first screen).
also, the chin is a bit "fat", there's flesh and skin hanging down. doesn't quite fit with the otherwise thiner face...

Hope it helps somewhat.
just to make sure you know that I don't just see bad in the pics: Great work. your first human model? I know I couldn't have done it... well done!!


~"I never let school interfere with my education"~
-Mark Twain
Re: human moddeling... [Re: Germanunkol] #131636
05/25/07 01:34
05/25/07 01:34
Joined: Jun 2006
Posts: 96
Straight_Heart Offline
Junior Member
Straight_Heart  Offline
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Joined: Jun 2006
Posts: 96
if this is one of your first human models youre doing a good job. The face actually has some pretty good mesh flow, it seems clean in most areas (of course there are some extra edges and 5 sided faces but your still getting the shape down first) I think the problem is that people compare this model to the generic perfect proportioned models that so many modellers make. Correct me if Im mistaken, but the model looks like a somewhat older man, someone aged and not the adoness features.

From a modelling standpoint, one of the major areas you need to fix are the bridge of the nose and the lips. The bridge looks too sharp at the sides, like it was blatently extruded. For the lips, there are no lips. You need to bring them out more or add more geometry. but make sure its subtle.

I cant really tell whats going on with the mesh flow of the eyes, but the facial area of the model has some clean topology to it, not alot of beginners can do this.

And then again this only applies if you are not purposly doing this, and if its a matter of style.

Oh yes, make sure you are using reference. I cant stress to you enough about getting reference to model from. Your work will skyrocket when you base it off reference. You also learn a great deal.


You're not as unique as you think you are, try again.
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