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Pixar style wrestler
show user profile  herfst1
Hi, I'm trying to get my portfolio up to speed so I created a "stylized" character. I was about to start texturing him and I thought it best to get crits first so that I don't have to repeat any processes. Please let me know if anything stands out as wrong.

read 786 times
11/30/2011 10:29:19 AM (last edit: 12/2/2011 8:00:22 AM)
show user profile  Garp
Looks really nice, I like it!
There seems to be a weird fold in his back, as if his spine where protruding in the middle.

Could we see an unsmooth version of the wire, please?

read 769 times
11/30/2011 11:07:20 AM (last edit: 11/30/2011 11:08:21 AM)
show user profile  Nik Clark
Looks ace to me.

read 754 times
11/30/2011 11:42:48 AM (last edit: 11/30/2011 11:42:48 AM)
show user profile  herfst1
Yeah, the turbosmooth acted in a wierd way with the back (easily fixed) but I wasn't sure, I kinda liked it (though will now fix).

read 751 times
11/30/2011 11:47:42 AM (last edit: 11/30/2011 11:47:42 AM)
show user profile  Garp
Thanks for the wires. Very nice :)

Just a question: will the elbow joints deform properly?
I'm not saying they won't, I have very little experience with animation. I just find their geometry very simple compared to the knees.

read 731 times
11/30/2011 12:55:03 PM (last edit: 11/30/2011 12:55:03 PM)
show user profile  herfst1
Damn, good point. I should add at least two extra joints. Thank you.

Oh, and thanks for the comment Nik Clark.
read 725 times
11/30/2011 1:03:12 PM (last edit: 11/30/2011 1:03:12 PM)
show user profile  scotchforgothispasswordagain
Good effort.

The head is great. The body less so. The proportions are fine, but the details are a bit messy. It looks like you couldn't decide how much detail to model so some parts of the mesh are pretty over-engineered (the crease of the quadriceps above the knee, for example, which is really dense but still not correct) while other parts are probably too simple (such as the elbows). You also have lots of edges that don't appear to be doing anything and are just there because you don't know how to terminate loops cleanly (the three loops that run up the front of the arms, for example. Presumably the middle of them is only there because you needed a loop somewhere on the hand and it just carried on up the arm).

On balance I think you should be simplifying at this stage rather than adding detail. With cartoony characters its far more important to get the main lines right and lots of surface detail will actually detract from that, especially if it's not executed perfectly.
read 722 times
11/30/2011 1:16:12 PM (last edit: 11/30/2011 1:16:12 PM)
show user profile  herfst1
@ scotchforgothispasswordagain, thank you.

Well spotted with the arm. That's precisely what I had to do since I wanted 12 sides for the hand, I'll move the verts around to make them more useful.

Again, spot on with the knee. Looking at it again it's beyond obvious where I can lose a ring.

I'll implement all your advise (and Garp's) and update.

read 720 times
11/30/2011 1:23:34 PM (last edit: 11/30/2011 5:31:23 PM)
show user profile  herfst1
Here are the updated meshes and renders of the elbows and knees. I also went through the mesh and removed any lines that didn't add to the geometry, else adjusted the verts.

Please let me know if there are any other areas that need work.
read 705 times
11/30/2011 2:16:12 PM (last edit: 11/30/2011 2:16:12 PM)
show user profile  scotchforgothispasswordagain
That looks better.

So... skin it, and see how it deforms. The best way to learn is by doing it - you'll see what works and what doesn't; and just as importantly, what's straightforward to skin and what isn't. Make your corrections as you go along. Even when there's something you think isn't quite right but you feel is too minor to fix, you'll still absorb that information and you'll be less likely to make that mistake next time.
read 696 times
11/30/2011 2:32:57 PM (last edit: 11/30/2011 2:32:57 PM)
show user profile  herfst1
Thank you, will do. I'm pretty happy with the mesh now (thanks to your advice).

P.S. In case anyone's going to comment, I fixed the back of the knee. I screwed the verts through deleting the unnecessary edges around the thigh.
read 688 times
11/30/2011 2:49:13 PM (last edit: 11/30/2011 5:33:22 PM)
show user profile  GirishDJoshi
That's looking neat.
Close to Mr Incredible for me.

What references are you using.

3D ArchVis


Girish Joshi Photography

read 659 times
11/30/2011 6:03:27 PM (last edit: 11/30/2011 6:03:27 PM)
show user profile  Garp
Looking forward for some motion.
It's a great start already.

read 653 times
11/30/2011 6:09:22 PM (last edit: 11/30/2011 6:09:22 PM)
show user profile  herfst1
Thanks Garp. Yeah, I'm creating a rig right now - always hate this part, takes forever.

The reference images... here they are:

read 650 times
11/30/2011 6:22:07 PM (last edit: 12/1/2011 10:04:09 AM)
show user profile  herfst1
Did the texture. Haven't fixed the seams yet as I'm sure there'll be a crit or two. Also, I'm pretty novice at all this so if anyone has tips...

read 586 times
12/1/2011 10:36:27 PM (last edit: 12/1/2011 10:36:27 PM)
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