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Character WIP {Feedback}
show user profile  Knights
been workin on this for the lst 2 days.....
The new face of G8 Tri


read 420 times
8/18/2009 12:38:06 AM (last edit: 8/18/2009 12:38:06 AM)
show user profile  Knights
Photobucket

Photobucket

Photobucket

Photobucket

Photobucket
The new face of G8 Tri


read 417 times
8/18/2009 12:39:44 AM (last edit: 8/18/2009 12:39:44 AM)
show user profile  ChaosQuack
Do you have a reference you were using?




read 414 times
8/18/2009 12:42:26 AM (last edit: 8/18/2009 12:42:26 AM)
show user profile  Knights
yes and no, it was off so i had to improvise on some parts
The new face of G8 Tri


read 410 times
8/18/2009 12:46:17 AM (last edit: 8/18/2009 12:46:17 AM)
show user profile  ChaosQuack
Well I would consider studying your reference a little more. Your proportions are off from what a human female may look like. Particularly her breasts are misproportioned and her hips don't create an 'hourglass' shape that most women have.

Scrutinize your silhouette and compare it to the silhouette of your reference and correct from there.




read 402 times
8/18/2009 12:55:28 AM (last edit: 8/18/2009 12:55:28 AM)
show user profile  markoid
The shoulder geometry of your base mesh looks bit dodgy, can we see an unsmoothed wire... if you want real feedback?



read 383 times
8/18/2009 3:43:55 AM (last edit: 8/18/2009 3:43:55 AM)
show user profile  Setherial
show us the polycage, if you have been at it for two days already you must be messing things up. The upper body should have a fairly low poly structure (well everything should at first when defining basic form and gesture). Don't get lost in a dense mesh, it'll be a nightmare to tweak.

I had a post a wee while back where I did a female torso study
this was a very early WIP but it shows some of the choises I made

this is the rest of the posthttp://www.maxforums.org/thread.aspx?tid=466449

Might give you some ideas

PS: don't forget the golden rule: a sexy ass goes a long way :)
read 375 times
8/18/2009 4:10:29 AM (last edit: 8/18/2009 4:11:36 AM)
show user profile  K-tonne
perspective toggle is p
quick way to get a ref image in:
select a poly plane, convert to 'editable poly' by pressing the 'make polymesh 3d' button (top menu> tool> make polymesh 3d), turn off smooth divide so it doesn't round the corners off on sub divide (top menu> tool> geometry> yellow button next to divide- press it so it's not yellow) import your ref image (top menu> texture> import> navigate to your ref)
this should put the image onto the ref plane but it has to be square in the first place because the poly plane is so sort that out before hand
then to stick the image to the polyplane tool> texture> press 'txr>col' and you're good to go

to import that poly plane into the body scene you'll need to append it as a subtool- load the body model, append the ref plane to that scene (tool> subtool> append> click on the plane and it'll now be in the scene)
might be the wrong size for the model so use scale trnspose on the top bar to resize- might be easier to use tool> deformations> size though

i like to mask then undo a couple of times on the appended poly plane so if you undo you'll not have to apply and txr>col again (sometimes it goes off if the last thing you did to it was apply texture so it's a safety net)

Website and Portfolio

read 362 times
8/18/2009 5:25:29 AM (last edit: 8/18/2009 5:38:27 AM)
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