Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

He's a lumberjack and he's okay... (not really).
show user profile  herfst1
One of the more boring characters I've made. At least that round, bald head gave me a chance to brush up on my normalizing skills; never realised how important good unwrapping is.

read 673 times
7/22/2012 3:11:36 PM (last edit: 7/22/2012 4:17:55 PM)
show user profile  advance-software
nice mate. hands look a little long.
read 670 times
7/22/2012 3:13:57 PM (last edit: 7/22/2012 3:13:57 PM)
show user profile  herfst1
Thanks. You should have seen them before I adjusted them. The guy I made it for gave me a rig and said to make it fit... so I did. Then he says, "The arms are too long and the hands are too big." People, I tell ya.
read 667 times
7/22/2012 3:15:57 PM (last edit: 7/22/2012 3:28:47 PM)
show user profile  LionDebt
The high waisted jeans seem to conflict with just how long his torso is.
Hands are about an inch too long in total.
Weird edges on his belly, not a straight line like I'd expect from symmetry.
Think the above point is pulling or stretching the shirt texture.
Might be intended.

Looks good man - going to animate?
read 632 times
7/22/2012 4:20:55 PM (last edit: 7/22/2012 4:20:55 PM)
show user profile  herfst1
Good call about the waist-line, I lowered it a bit. It looked like he was wearing Mom Pants before. I also made the hands a bit stubbier. As for the shirt asymmetry, yes, that was intentional. Thanks for the tips.

P.S. No, I don't think I'll bother animating him.

read 619 times
7/22/2012 4:52:40 PM (last edit: 7/22/2012 4:56:39 PM)
show user profile  advance-software
hands still look a little big.

drop a walk cycle animation on him & you could use him in a game engine for something.
read 609 times
7/22/2012 5:22:11 PM (last edit: 7/22/2012 5:22:11 PM)
show user profile  herfst1
Yep, his hands are big. But since he's a lumberjack I'm fine with that. Hell, I'm no lumberjack and my hands are huge. All proportional though, if you know what I mean. ;)
read 597 times
7/22/2012 5:43:33 PM (last edit: 7/22/2012 5:44:07 PM)
show user profile  advance-software
still too big even for someone with big hands imo.
read 593 times
7/22/2012 5:50:14 PM (last edit: 7/22/2012 5:50:14 PM)
show user profile  herfst1
Okay, I'll adjust and post.

[non bump edit] Made the hands smaller. Don't know if I prefer, not too fussed TBH.

read 591 times
7/22/2012 5:51:22 PM (last edit: 7/22/2012 6:32:02 PM)
show user profile  advance-software
you're going to hate me but I still think they're a little too large.

fingers are a little long ?

just get some ref & duplicate the proportions then there's no need to eyeball it.

could just use yourself as ref.
read 572 times
7/22/2012 7:24:16 PM (last edit: 7/22/2012 7:26:34 PM)
show user profile  herfst1
Thanks for you input AS, but, honestly, I'm fine with them. If I use myself as a ref I'd actually have to make the fingers longer. Regardless, you're right, I should never adjust things by sight alone, it's not something I'm any good at.
read 565 times
7/22/2012 7:33:25 PM (last edit: 7/22/2012 7:33:25 PM)
show user profile  Nik Clark
He looks really good to me! The only thing that strikes me is that the mapping on the shirt looks a little bit squiffy.

read 538 times
7/22/2012 10:17:58 PM (last edit: 7/22/2012 10:17:58 PM)
show user profile  stevey2shoes
great stuff.
I've seriously got to get on and make my first character, so I was going to ask at some point, if someone could post a photo showing the basic amount of polygons I should dedicate to each body part. I take it that wire frame shot does just that.
I realise I've asked thee things before but I've since forgot them, so Ill start from scratch.
read 523 times
7/22/2012 10:51:17 PM (last edit: 7/22/2012 10:51:17 PM)
show user profile  herfst1
Thanks for the comment, Nik.

Here you go, Stevie. This model is 6,972 triangles (about 3,500 poly's).

This head's got 652 poly's

For each digit of the finger you've got to chuck some extra poly's so that it can bend. Each arm is 446 poly's

You could use about half as many poly's as the shoes but I had triangles to spare so I thought, fuck it. Each shoe is 212 poly's.

Just checked my eyes and they're 512 poly's each (which is way, way, more than needed).

So if you do your maths, the rest of the body (torso and legs) are only 562 poly's.

Don't know if this will help more than it will confuse.
read 507 times
7/23/2012 12:48:19 AM (last edit: 7/23/2012 12:50:59 AM)
show user profile  advance-software
> You could use about half as many poly's as the shoes but I had triangles to spare so I thought, fuck it

no no no. the budget is a guide to aim at, not a goal.

always go as low as you can to achieve any given quality. when you say fuck it, the frame rate drops & someone else says fuck.

really nice low poly skillz though.
read 478 times
7/23/2012 9:44:20 AM (last edit: 7/23/2012 9:44:43 AM)
#Maxforums IRC
Open chat window