[QUOTE=Lazore;39123820]lower lip has some weird shit going on on the edges[/QUOTE]
Indeed, its a rather old WIP screenshot, its fixed on the more up to date model, don't want to show that untill its complete though
I like the creases in the hair.
...what?
[QUOTE=Squint911;39123919]Indeed, its a rather old WIP screenshot, its fixed on the more up to date model, don't want to show that untill its complete though[/QUOTE]
Show us a wireframe of the top image.
[QUOTE=andololol;39128747]Show us a wireframe of the top image.[/QUOTE]
This Image?
[img]http://img194.imageshack.us/img194/6712/wirecb.jpg[/img]
The space between the eyes is to big.
[img]http://files-cdn.formspring.me/photos/20120424/n4f96951772ff4.jpg[/img]
[sp]She doesn't look like this I'm only josslin' with you.[/sp]
[QUOTE=aln447;39129499]The space between the eyes is to big.[/QUOTE]
That's rather a matter of style and the artists choice to give the character a distinct feature isn't it?
Except for the already pointed out lip corner issue, maybe the cover that small hair line where the split is, so she doesnt look like she is balding?
[QUOTE=aln447;39129499]The space between the eyes is to big.[/QUOTE]
By about 25mm each side (judging by the image at the top of the page, using a ruler :P) So, true, but only by a tiny amount, it might need a little adjusting, Thanks :)
[QUOTE=mogcaiz;39129677]That's rather a matter of style and the artists choice to give the character a distinct feature isn't it?
Except for the already pointed out lip corner issue, maybe the cover that small hair line where the split is, so she doesnt look like she is balding?[/QUOTE]
Well the hair i'm using now is completely different, but what you said is true, i could have made the hair split less pronounced
Had to test if my pc works fine so I thought of something random at 6am,
brb reporting myself to a mental institution
[MEDIA]http://www.youtube.com/watch?v=4E-BQkjaQw4[/MEDIA]
[QUOTE=Sylerr;39132626]Had to test if my pc works fine so I thought of something random at 6am,
brb reporting myself to a mental institution
[video=youtube_share;4E-BQkjaQw4]http://youtu.be/4E-BQkjaQw4[/video]
[URL]https://www.youtube.com/watch?v=4E-BQkjaQw4[/URL]
Videos tags y u no work? :c[/QUOTE]
[media]http://www.youtube.com/watch?v=4E-BQkjaQw4[/media]
You have to remove the s from https://
Reminds me of the Aiur SURPR!SE music video:
[media]http://www.youtube.com/watch?v=uFVNLyvJLd4[/media]
So, as it is highly possible that I apply to a game development school in like 2 years so I thought I'd start getting familiar with modeling. My friend told me I should get Silo 2.
Do you guys have any advice?
[QUOTE=Radley;39142514]So, as it is highly possible that I apply to a game development school in like 2 years so I thought I'd start getting familiar with modeling. My friend told me I should get Silo 2.
Do you guys have any advice?[/QUOTE]
If you want to do pure modelling, I suggest 3DS Max. It has a steep learning curve, but the workflow is great. If you want to do more animation/rigging like stuff, go for Maya. And since you want to do it professionally and work for companies, stick to professional programs like the aforementioned two.
Some progress in my 3d drum kit.
Working on the snare.
[IMG]http://imageshack.us/a/img811/1466/snare1.jpg[/IMG]
[IMG]http://imageshack.us/a/img685/1323/snare2.jpg[/IMG]
I haven't added the snares, snare mechanism, and a few details yet.
[QUOTE=Radley;39142514]So, as it is highly possible that I apply to a game development school in like 2 years so I thought I'd start getting familiar with modeling. My friend told me I should get Silo 2.
Do you guys have any advice?[/QUOTE]
Get familiar with both Maya and 3DS Max. They're the most relevant. After that, you can choose whatever you prefer.
Ill just post my day 99 from my 100 day project cause the thread is dying.
[IMG]http://3.bp.blogspot.com/-Ehq0gRo8seo/UOS1HAhpz2I/AAAAAAAAAmQ/kjTugSOYqaY/s1600/dag99.png[/IMG]
It's a few months old, but never did post it. It was boot animation for a very popular android ROM series.
[img]http://i.imgur.com/mR8sF.gif[/img]
Just got into Blender, and decided to make a Mario coin. I feel so fancy!
[t]http://i.imgur.com/57EuQ.png[/t]
At 5720 faces, I'm thinking I have a ways to go in learning how to more efficiently make shapes.
Just decrease the amount of edges it creates and soften edges?
-Blender Equivalent.
Learning how to track cameras in Blender, will post results ASAP.
Sup guys. Finished my reel.
[url]https://vimeo.com/56640164[/url]
Currently working for a company that creates highly detailed oil rigs and simulations for oil companies like BP.
Random question.
When modelling Lego, would you guys prefer to model every brick individually and just align them and attach them, or just model it all in one, just doing the outer faces and using indents where bricks connect.
[QUOTE=Acezorz;39192418]Sup guys. Finished my reel.
[url]https://vimeo.com/56640164[/url]
Currently working for a company that creates highly detailed oil rigs and simulations for oil companies like BP.[/QUOTE]
Is that last bit your way of offering to simulate diving bell accidents?
[QUOTE=Wickerman123;39195262]Random question.
When modelling Lego, would you guys prefer to model every brick individually and just align them and attach them, or just model it all in one, just doing the outer faces and using indents where bricks connect.[/QUOTE]
Just model it all as one and texture it with a normal.
[QUOTE=ZombieDawgs;39195978]Just model it all as one and texture it with a normal.[/QUOTE]
He's right. Modeling it "brick by boring brick" would take too much time, would take long to render and have way too much unnecessary faces. You can try to get the Uv work good, then export and open everything in autodesk mudbox. There you can create bump maps on the model, which seems to be more fun. Not sure about this tho, just rumors, tho gotta try this someday myself.
[QUOTE=aln447;39196146]He's right. Modeling it "[B]brick by boring brick[/B]" would take too much time, would take long to render and have way too much unnecessary faces. You can try to get the Uv work good, then export and open everything in autodesk mudbox. There you can create bump maps on the model, which seems to be more fun. Not sure about this tho, just rumors, tho gotta try this someday myself.[/QUOTE]
[media]http://www.youtube.com/watch?v=A63VwWz1ij0[/media]
World Machine test plus mad pp skills
[img]http://puu.sh/1Ne3Y[/img]
[QUOTE=Uberslug;39195705]Is that last bit your way of offering to simulate diving bell accidents?[/QUOTE]
Heh, not quite. It's just to demonstrate I can use Houdini Fluids and Dynamics. This job is just a pit stop while I wait for the big feature film post houses to start recruiting again.
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