Home Forums Creative Content Superman 3d W.I.P comic model Reply To: Superman 3d W.I.P comic model

#35074
Anonymous
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Hello again Jimmy!

Hope this advice is being helpful and not hurtful.. tell me to “feck off!” if i become to much of a bore.. afterall im no da vinci myself

Yes.. the basic structure is there.. it justs needs a good amount of polish and tweaking here and there.

The nose looks like it needs volume. It looks very angular which would be okay if you were going for a cartoony low poly look, but with your use of meshsmooth i would assume not.

Im at pains to describe this better, but basically your edgeflow is inconsistent. Its like putting flooring down in a house and deciding to lay the floorboards in different directions in different places. Edgeflow affects smoothing groups and can also affect meshsmooth.

I am unsure about something. You model either has bad *smoothing groups or has a mixture of meshsmoothed and low poly geomety.
The front of the torso or chest looks like you added meshsmooth then collapsed the mesh and started extruding the arms? .. either that or its one of the few places on the model with smoothing groups intact. When you extrude polygons from part of a mesh they are no longer included in the smoothing group of the part of the model they were originally from.

When you add meshsmooth it cuts the polygons that are there adding edges in the middle in vertical and horizontal directions, this automatically makes smoothing groups work better as it is lowering the amount the faces differ in angle. A simple way of explaining meshsmooth is making a box and raising the height,length and width segments by 1, that is basically what meshsmooth does.

Because of this meshsmooth is best used with quads (two triangle faces at exactly the same angle beside each other). Try to make your model using quads if you intend using meshsmooth. Its just easier to anticipate what your model is going to be like using that technique, among other things.

*smoothing groups:
A “smoothing group” is when a group of faces/polygons adjacent to each other are smoothed due to the angle between them. You have control over what angle the smoothing is cut-off. Typically speaking the bigger the difference in angle between two faces the less likely you want them smoothed together. Use the smooth modifier in max to understand what im talking about.

Sorry for the lengthy rant :/ …keep it up anyway, No pain no gain and all that. Give me an update, and an explanation of your techniques would be good.
I would recommend going to the site http://www.bobotheseal.com
He’s a 3d artist i really admire. He just seems to get the most out of his polygons and is a master of edgeflow. The site tends to be down and up depending on the day of the week though.

talk soon *waves at jimmy*