- This topic has 41 replies, 7 voices, and was last updated 12 years, 10 months ago by Anonymous.
November 24, 2006 at 1:35 am #5709AnonymousInactive
Heres another model Im working on alot lately just to get my head abit more around people modelling. This time its Superman based of the jim lee comic books.
December 14, 2006 at 11:30 pm #34367AnonymousInactive
December 17, 2006 at 1:44 am #34868AnonymousInactive
Added abit more scale to him still have to tweak areas but ive added abit more musculature to him And i think im gonna stay with the amount I have and not over do it.
December 18, 2006 at 12:23 am #34874AnonymousInactive
Barry here.. the eyebrow line of your character looks off…
it makes it look like his face is tensed and not in an aggressive “come get some” kind of way.. im not sure if your going for a stylised version so i may be of in saying this..
also the eyebrow arches themselves are to flat… there should be a slight curve from one side of the eyebrow to the other…
maybe try posting a picture of the character without meshsmooth.. its generally easier to critique that way.. i generally post pictures in facet mode without even smooth and highlight on when im looking for criticism…
anyway.. keep going.. there aint no substitute for practice
..like the quiff btw!
December 18, 2006 at 12:31 am #34875AnonymousInactive
Hey barry whats up,
not at my own pc at the moment but ive redone alot of areas on the forehead, and done basically a remodel of the face cuse the reference im working from is really a statue I had plonked on the desktop from awhile back.
The whole model is based on some guys art called Jim Lee, he did all the inking for the comics of superman awhile back I think so its really a styalised model lifting a comic from 2d to 3d.
Will post pics as soon as I get the chance, most likely 2moro though.
December 18, 2006 at 1:26 pm #34881AnonymousInactive
Another update, just redid alot of areas on the head to make it look more like the reference im working from.
December 20, 2006 at 12:48 am #34916AnonymousInactive
Right, another update
I redid about 85 percent of the structure of the face and head and reorganised and tidied it a good deal more and added some eyes to the man.
December 20, 2006 at 1:51 am #34919AnonymousInactive
better jimmy, though i would still like to see a non-meshsmoothed version of your model… personally i believe the model should look good before you go anywhere near meshsmooth..
December 20, 2006 at 2:37 am #34921AnonymousInactive
good point barry. you will rarly actually be using meshsmooth/turbosmooth on a final base model for a game, only maybe for normal mapping.
show the low poly model, wireframe, texture maps etc. get working on all that stuff and forget meshsmooth.
December 23, 2006 at 1:31 am #34951AnonymousInactive
Ive reworked a majority of the face entirely, I dunno what it is about it it looks kinda like reeves in some areas just exaggerated(might just be be cuse i was watching superman 2 on tv afew mins ago lol ) Anyways im warming up to it more than my last effort so Im gonna continue on this track and see how it fares hope you all like anyways :) take it eazy and merry x-mas incase I dont get to post again, work has me nailed down cuse of extra opening hours :(
December 30, 2006 at 12:13 am #34980AnonymousInactive
Sorry havent posted atall over the x-mas but was sick in work sick and just in general very tired to be honest lol had a good x-mas though and got a 19 inch flat lcd monitor so 3d max looks that much better lol.
I did some big reworking on the face and it looks alot cleaner and more defined so im going to tweak some more areas before going onto the legs.
January 3, 2007 at 1:24 am #34995AnonymousInactive
some more updates
I seem to be getting one infection after another from food poioning to a scratched and messed up throat infection. Thats why I havent posted much lately so heres the man himself.
Re-did some major areas on the face more so than not the cheek areas which were bugging me a great deal.
Im moving onto the legs 2moro I want to gget this thing moving in some forward fashion (no pun intended) lol
January 3, 2007 at 1:36 pm #34999AnonymousInactive
still waiting on the low poly mesh wire………..
January 3, 2007 at 3:00 pm #35001AnonymousInactive
Right low poly version of the model.
Still tweaking with most areas but its the basic shape.
January 3, 2007 at 10:20 pm #35002AnonymousInactive
hmmmmm. do you work in lowpoly or high poly, using turbo smooth? u need to do alot of work on the smooth groups. dont bother using mesh smooth or turbo smooth anymore, try and model something in low poly. and use the texture maps to make it look great.
January 9, 2007 at 12:30 am #35074AnonymousInactive
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.
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*
January 9, 2007 at 2:45 am #35075AnonymousInactive
no it’s cool barry i kinda agree with ye to be honest. kinda why im doing alot of charecter modelling latelyso I can get to grips with max abit more.
I havent posted in awhile.
Ive redone most of the face and tweaked it quite severly. still have abit more to do on the lips and mouth but i think im getting there. tweaked textures and maps abit aswell. Im working low poly as per suggestions and its working out alot better. Ive posted mesh smoothed pics up just so you can see the result sofar. will post a low poly render 2moro so you can see how its fairing, its 2:45 and kinda wrecked hehe.
January 9, 2007 at 10:04 am #35076AnonymousInactive
I think at the moment its looking a bit better, but from your lowpoly view, it needs alot of work which barry has lined out. I think you should start from scratch, work on low poly only, no mesh smoothing and reply on edge looping, the silhouette of the model and most of all the texture map/s for the unwrapped model. i think if you go onto to try and rig that model, if you wanted to, you would have extreme problems with deformation and binding all those verts to the envelopes!
January 10, 2007 at 12:23 am #35103AnonymousInactive
Im gonna keep hammering away at this model and tweak it till I get what I need from it th models really only a display piece but I might try animate it someday when I get more experience in that area.
Added abit of cloth like materials to the texture so it looks more real
Re-did the whole jaw of the model to make it more square looking too.
January 11, 2007 at 5:47 pm #35119AnonymousInactive
Redid some of the upper body and adjusted the shoulders slightly also added some details to the hair and some eyebrows.
January 12, 2007 at 1:55 am #35123AnonymousInactive
Tweaked around with tidying up the mesh today and its lowered the poly count alot but retained all the detail. Taking alot of time but I want to get this model as right as I can
Ive cleaned up abit more on the face added alittle more structure to the lips and cheek areas to define then alitlle more.
As for the torso Ive cleaned it a good deal and looks awhole lot more rounded and cleaner looking. toned the muscle down just a tad to go with my reference. was exaggerating the build on this guy abit too much lol
Ive to add abit more detail to areas on the torso but ile do it 2moro my brain is about to pour out through my ears lol
January 12, 2007 at 2:22 am #35125AnonymousInactive
ok last update (serious this time lol)
some slight adjustments to the torso.
January 13, 2007 at 1:39 am #35137AnonymousInactive
redid alot of the torso and chest and abs area today. tweaked some of the basic textures, hopefully start on the leg and cape area soon
January 13, 2007 at 1:25 pm #35138AnonymousInactive
Can you post the reference you’re working from Jimmy?
January 13, 2007 at 3:36 pm #35140AnonymousInactive
Somewhere along the way you went backwards Jimmy.
Look at your head in a mirror. Where are the bottom and tops of your ears in relation to your nose? …the bottom of your ears should be roughly in line with the bottom of your nose.. and the tops of your ears should be roughly in line with the top of your nose
I checked your earlier pictures and you had this right to begin with but went backwards. You also used to have volume in your nose, but changed it to something that looks pinched now.. It’s a bit to micheal jacksonish now.
I would sincerely recommend getting yourself to a life art class or getting an anatomy for artists book.. ..life drawing helps a lot …there are simple rules you learn there that help make things easier… such as your ear is located at the end of your jawline… i myself go to life drawing classes..
Hows about giving us some legs to look at by the way?
January 13, 2007 at 5:43 pm #35141AnonymousInactive
heres some of the reference im working from
The last one is the actual figure I have sitting on front of me I model like 90% of whats done sofar on that rendition. Its a comic book charecter afterall so some proportions are going to be alittle exaggerated. But I do know what you mean barry. Ile take a look at it and see what I can do with it just in from work.
January 13, 2007 at 6:56 pm #35143AnonymousInactive
If you can conquer character modelling you can generally do all the rest. Gun modelling, car modelling etcetera.. Creating a figure is one of the harder things to model. We all have predefined parameters in our psyche that we expect the figure to conform to (i.e proportions), otherwise it can look odd.
Believe it or not Comic book characters, expecially dc and marvel vary only in certain rules to real life drawing rules.
*Barry proceeds to open book titled “you can draw marvel characters” by Dan Jurgens
The main difference between real life drawing and comic book characters is the length of the legs.
In real life the male proportions are 8 head lengths long. 4 head lengths from the top of the head should reach the middle of the groin, with another 4 head lengths reaching the bottom of the feet.
In comic books (marvel anyway) its 4 head lengths to the middle of the groin again, but five head lengths from there to the bottom of the feet.
What im trying to get at is that most drawing styles are just deviations from real life drawing proportions.
I know learning proportions is actual work, but i believe it a cornerstone of learning art.
Once again if im more hinderance then help, let me know and ill gladly back away from my soapbox.
January 13, 2007 at 8:49 pm #35151AnonymousInactive
No its actually quite helpfull to be honest. I think I seen that book in easons once actually.
It makes alot of sense that the proportions are near enough to a real life person just with some exceptions.
Ile be tweaking around for a good while to come with the model anyways so ile try make some more improvements on it.
January 17, 2007 at 2:23 am #35199AnonymousInactive
cleaned him up a good deal and added some more bulk to the muscles and scaled the shoulders and nose.
January 17, 2007 at 9:13 am #35200AnonymousInactive
even if it’s comic character (the only difference then would be proportions) you have to make it closer to real human – get some bodybuilders pictures (best reference for heavybuild models :) and first look how they are built (muscles flow) and then make your superman similar – and then adjust proportions and stuff
i would recomend this site as best for modeling tutorials
http://www.poopinmymouth.com (respect for ben mathis :)
January 20, 2007 at 1:05 am #35243AnonymousInactive
cool site actually ftorek explains alot very simply plus good for a read on how its done, first model he did is very good
Was wrecked today and hadnt much time so I redid the cape, sorry for no better renders but up at 8am and in a heap lol
January 23, 2007 at 1:11 pm #35275AnonymousInactive
Another update, redid some areas on the chest and abs section and slightly scaled the arms a little more to match the rest.
going to start the legs in abit but heres the new render.
January 23, 2007 at 1:58 pm #35276AnonymousInactive
most of your updates look exactly the same. work on the rest of the body, hands, legs, etc.
January 25, 2007 at 4:36 pm #35304AnonymousInactive
the problem is that it doesnt resemble human anymore (if it ever did) – at the beginning it was supposed to be figurine of some sort (but then u show us comic books references) – so its not working anymore
i mean – either u do 6" rubber figurine or full scale comic book character – in the first case u can easily get the wire building rules out of the window (which u actually do) – but in the other case – u have to be able to build proper human character (with proportions and so on) and then modify it so it fits better in comic realm (heroic body proportions, bigger muscles and so on)
anyway – its good to see u not giving up :)
ps. sorry for my english
February 12, 2007 at 1:24 am #35600AnonymousInactive
February 12, 2007 at 4:54 pm #35621AnonymousInactive
whats that on his forearms?? doesnt look like muscles anyway…
have u ever considered making some other (simpler) models first?? maybe plain human figure?? maybe something rather cartoonish than real?? you are writing about ‘fine-tuning’ some leg areas – but hey – it should be rather build from the very scratches for me cos they are more like some trunks instead of legs of heavily built man…
the thing is – you are not making any progress here – just messing around with the same bunch of verts…
check those out (just give it some time to load the pictures) and scroll through pages to see the final images – the most important – see how the wire cage is built, how the loops are made and so on… although those are mostly low-poly in-game models – its very good to learn from them cause if u want to build mesh-smoothed high-poly models u need the low-poly cage properly built aanyway
hehe – please dont mind posting links from other forum :) – and dont worry bout the language (though it may seem chinese to you :)
February 13, 2007 at 2:28 pm #35632AnonymousInactive
maybe this would help a bit :) – i know – its not that great – but shows the idea…
ps. hope i’m being helpful here – not just discouraging… :)
May 15, 2007 at 1:39 pm #36874AnonymousInactive
Been working on this for abit with mudbox, I think its as good as Z-brush just without all the complex bull that goes along with it, Whole models been redone a good deal.
Abit dark some renders but take a look see what you think anyways
This render was befoire i added all the mud box stuff
June 19, 2007 at 12:59 pm #37322AnonymousInactive
Well what does it look like after Mudbox then?
June 20, 2007 at 1:56 pm #37357AnonymousInactive
Hey no updates recently due to personal stuff but heres one I just rendered.
Kind of a blend between a cartoon and realistic stuff.
I like it this way so its sticking :)
June 21, 2007 at 8:41 pm #37377AnonymousInactive
The logo is odd at the base. Watch the length of the neck and the definition of the tendons; it is currently looking like he is taking a massive poo :)
July 17, 2007 at 3:29 pm #37738AnonymousInactive
yeah it looks fairly weird all right
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