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Terran Dude

Submitted by Anonymous (not verified) on

hey wasdoin. This is my latest, and also the best model, i've done.

he's 4598 tris of a 5000 limit. rigged with biped - a rig which i am most happy with. until this mesh rigging has been a real pain for me, with ugly deformation particlauuly around the sholders and groin. but this mesh the groin was almost great, and 'perfect' for my stadards with a little adjustment.

the sholders were just al wrong, because i for some reason though i could have the pad rigid - i coulndnt, not the way i moddeled it, as it turned out. so i re-riged it so it flexes now, and low an behold the sholder is 99% 'perfect' for my stnadrds.

thus this is without a doubt my best model i've ever done. i am very hapy with the mesh, and i seem to have finaly gotten a character rig right too! bonus!

i think the biggest aid was a great concept, as design is an area i have always struggled in with my previous models. HUGE thanks to Megan at Qantm for the concept.

but what i'm posting here for is feed back. harsh if nessessary. ive posted it on a few other sites, most of which have replyes such as 'great', 'aswsome dude', and so on - problem is most of those are probably people with skill levels equalt to or no greater than mine.

what i want is professional oppinion and critisism. and jsut about everyone who posts here is heaps better than me.

so this is my best model ever - and i want to improve as best i can. pull it appart if you want, tell me it's rubbish, whatever, but jsut tell me how i can improve. i'm prepared for the harshest critisism you care to give. i want to learn.

i would really like to hear what dean thinks, seeing as he's seem much of my earlier stuff.

thanks yall.[:)]

[url]http://www.deviantart.com/view/6282695/[/url]

Submitted by Makk on Sun, 04/04/04 - 8:04 AM Permalink

Looks good. Im not a modeller so I cant crit the mesh that well, but it looks well built. Your still under budget but there doesnt seem to be anywhere to put those polies, which is good as it means you have used them effiecently.
Were you aiming for a realistic character? If so some the propertions such as his small waist and long legs can be tweaked. But if you were going for a stylezed look then I think you nailed it and should leave the way he is, as it looks fine.

Submitted by Kalescent on Sun, 04/04/04 - 9:14 AM Permalink

Lookin pretty good man, tis a good effort.

crits.

* Firstly for 4600 tri's it looks very under detailed - in my oppinion alot of the tris on the hair could have been used elsewhere. i havent seen the concept so i cant compare how youve spent your tri's in relation to whats been given to you in concept.

* the distance from his knees to the bottom of his feet is way to long IMO.

* his legs look really spindly compared to that massive upper body ( his knee joint looks about as big as his bicep ) he could just be built like that, but IMO if hes to be a fighter / hero character - he should be more well rounded - but not necessarily bulky.

* from the back shot - his cheekbones look a tad to large.

* from the front shot, his nose looks really huge.. and if you cover the top half of his face then look at the lower half - it looks like it would be from a different head, and imo the top half of his head ( if you drew a line around his head where the eyes run ) is slightly large for the bottom half - might want to beef up the jaw and chin.

* if i had an extra 600 tri's to play with, id use some of them in the pants to create a bit more
detail - they look really unbalanced to other areas such as the arm bands and chest area.

Comments

your poly flow is pretty good - should have any problems with deformation, with a good rig.
go back to the concept and see if theres something else that could use up some of those uncounted for tri's ... if your given a limit... ABUSE it! [:D]

id need to see textures on him to comment any more.

Tip.

put a diffuse black material on him in max - set up a 360 rotation camera and turn the wires on - if theres any areas you think contain too many tri's for the detail thats there.. ie the tri's dont actually do anything to the silhouette, then its probably safe to loose em.

in saying this tho 5000 tri's is a lot for such a basic character - try not to get to the stage where your just putting them in cos you got some spare [;)]

Submitted by Pantmonger on Sun, 04/04/04 - 5:11 PM Permalink

Nice, I think some of the details you added could be done in texture, like the strap on the wrist guard thing, and the little raised sections on the boots. But nice.

Oh and you cant directly link to Deviantart, its part of their terms and conditions, if they catch you trying they ban you.

Pantmonger

Submitted by bullet21 on Sun, 04/04/04 - 11:46 PM Permalink

Did you also put that model on 3dbuzz

Submitted by LiveWire on Mon, 05/04/04 - 5:27 AM Permalink

Makk & HazarD: the proportions were taken right of the concept, and i'll ask Megan about letting me post the concept up here next time i see her.

HazarD & Pantmonger: "abuse it!" - i try to live by that motto when modeling, though in this case the limit seemed to much, i just couldnt find anywhere else to add detail. i actually added the arm straps and a few other tiny bits that could have been done in texture just 'cos i had the tris. guess that's not good practice though....
Also he was made for a group assessment project at Qantm, and someone else is doing the texture (and they're talking about cell shadding him unfortunatly) but i want to do up my own texture before i put him in a folio.

Pantmonger: thanks for the warning, i didnt know that (who reads terms and conditions anyway?). i linked to there though cos i dont know of any decent (and free) web hosting service (i tryed geocities for a while but that was more trouble than it was worth).

bullet21: sure did. problem with 3dbuzz is that some many of the people that post there are only learning, and i never know if its a professional or anature critiquing my work.

Submitted by Kalescent on Mon, 05/04/04 - 9:42 AM Permalink

livewire : take it up with your concept artist ;) give megan the lowdown, and tell her im still waiting on her weapon concepts

Submitted by LiveWire on Tue, 06/04/04 - 2:39 AM Permalink

no arse? hmm, you could be right, bit hard to tell from that pic but basically his belt falls off to the side and covers half of it. and he does have a crack at least. though it's probably not shapped right, or its too high, or something.

ok, i've gotta stop looking at his arse now...

Submitted by Kalescent on Wed, 07/04/04 - 6:23 AM Permalink

Definately megans style - good job at replicating it man :) although i still think the pants are a bit slimmer than the concept - especially the knee area.

And im no concept specialist but IMO the legs are WAY out of proportion.

Posted by Anonymous (not verified) on

hey wasdoin. This is my latest, and also the best model, i've done.

he's 4598 tris of a 5000 limit. rigged with biped - a rig which i am most happy with. until this mesh rigging has been a real pain for me, with ugly deformation particlauuly around the sholders and groin. but this mesh the groin was almost great, and 'perfect' for my stadards with a little adjustment.

the sholders were just al wrong, because i for some reason though i could have the pad rigid - i coulndnt, not the way i moddeled it, as it turned out. so i re-riged it so it flexes now, and low an behold the sholder is 99% 'perfect' for my stnadrds.

thus this is without a doubt my best model i've ever done. i am very hapy with the mesh, and i seem to have finaly gotten a character rig right too! bonus!

i think the biggest aid was a great concept, as design is an area i have always struggled in with my previous models. HUGE thanks to Megan at Qantm for the concept.

but what i'm posting here for is feed back. harsh if nessessary. ive posted it on a few other sites, most of which have replyes such as 'great', 'aswsome dude', and so on - problem is most of those are probably people with skill levels equalt to or no greater than mine.

what i want is professional oppinion and critisism. and jsut about everyone who posts here is heaps better than me.

so this is my best model ever - and i want to improve as best i can. pull it appart if you want, tell me it's rubbish, whatever, but jsut tell me how i can improve. i'm prepared for the harshest critisism you care to give. i want to learn.

i would really like to hear what dean thinks, seeing as he's seem much of my earlier stuff.

thanks yall.[:)]

[url]http://www.deviantart.com/view/6282695/[/url]


Submitted by Makk on Sun, 04/04/04 - 8:04 AM Permalink

Looks good. Im not a modeller so I cant crit the mesh that well, but it looks well built. Your still under budget but there doesnt seem to be anywhere to put those polies, which is good as it means you have used them effiecently.
Were you aiming for a realistic character? If so some the propertions such as his small waist and long legs can be tweaked. But if you were going for a stylezed look then I think you nailed it and should leave the way he is, as it looks fine.

Submitted by Kalescent on Sun, 04/04/04 - 9:14 AM Permalink

Lookin pretty good man, tis a good effort.

crits.

* Firstly for 4600 tri's it looks very under detailed - in my oppinion alot of the tris on the hair could have been used elsewhere. i havent seen the concept so i cant compare how youve spent your tri's in relation to whats been given to you in concept.

* the distance from his knees to the bottom of his feet is way to long IMO.

* his legs look really spindly compared to that massive upper body ( his knee joint looks about as big as his bicep ) he could just be built like that, but IMO if hes to be a fighter / hero character - he should be more well rounded - but not necessarily bulky.

* from the back shot - his cheekbones look a tad to large.

* from the front shot, his nose looks really huge.. and if you cover the top half of his face then look at the lower half - it looks like it would be from a different head, and imo the top half of his head ( if you drew a line around his head where the eyes run ) is slightly large for the bottom half - might want to beef up the jaw and chin.

* if i had an extra 600 tri's to play with, id use some of them in the pants to create a bit more
detail - they look really unbalanced to other areas such as the arm bands and chest area.

Comments

your poly flow is pretty good - should have any problems with deformation, with a good rig.
go back to the concept and see if theres something else that could use up some of those uncounted for tri's ... if your given a limit... ABUSE it! [:D]

id need to see textures on him to comment any more.

Tip.

put a diffuse black material on him in max - set up a 360 rotation camera and turn the wires on - if theres any areas you think contain too many tri's for the detail thats there.. ie the tri's dont actually do anything to the silhouette, then its probably safe to loose em.

in saying this tho 5000 tri's is a lot for such a basic character - try not to get to the stage where your just putting them in cos you got some spare [;)]

Submitted by Pantmonger on Sun, 04/04/04 - 5:11 PM Permalink

Nice, I think some of the details you added could be done in texture, like the strap on the wrist guard thing, and the little raised sections on the boots. But nice.

Oh and you cant directly link to Deviantart, its part of their terms and conditions, if they catch you trying they ban you.

Pantmonger

Submitted by bullet21 on Sun, 04/04/04 - 11:46 PM Permalink

Did you also put that model on 3dbuzz

Submitted by LiveWire on Mon, 05/04/04 - 5:27 AM Permalink

Makk & HazarD: the proportions were taken right of the concept, and i'll ask Megan about letting me post the concept up here next time i see her.

HazarD & Pantmonger: "abuse it!" - i try to live by that motto when modeling, though in this case the limit seemed to much, i just couldnt find anywhere else to add detail. i actually added the arm straps and a few other tiny bits that could have been done in texture just 'cos i had the tris. guess that's not good practice though....
Also he was made for a group assessment project at Qantm, and someone else is doing the texture (and they're talking about cell shadding him unfortunatly) but i want to do up my own texture before i put him in a folio.

Pantmonger: thanks for the warning, i didnt know that (who reads terms and conditions anyway?). i linked to there though cos i dont know of any decent (and free) web hosting service (i tryed geocities for a while but that was more trouble than it was worth).

bullet21: sure did. problem with 3dbuzz is that some many of the people that post there are only learning, and i never know if its a professional or anature critiquing my work.

Submitted by Kalescent on Mon, 05/04/04 - 9:42 AM Permalink

livewire : take it up with your concept artist ;) give megan the lowdown, and tell her im still waiting on her weapon concepts

Submitted by LiveWire on Tue, 06/04/04 - 2:39 AM Permalink

no arse? hmm, you could be right, bit hard to tell from that pic but basically his belt falls off to the side and covers half of it. and he does have a crack at least. though it's probably not shapped right, or its too high, or something.

ok, i've gotta stop looking at his arse now...

Submitted by Kalescent on Wed, 07/04/04 - 6:23 AM Permalink

Definately megans style - good job at replicating it man :) although i still think the pants are a bit slimmer than the concept - especially the knee area.

And im no concept specialist but IMO the legs are WAY out of proportion.