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Sep 01, 2005 10:43

And...here's a look at some of the stuff I've been doing at work ( Read more... )

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gemrepus September 1 2005, 16:08:50 UTC
you should be looking at making your curves CURVES. you should have no line that is restricted to 2 axes. for example, the dudes chest in the first poly shot has a grid-like pectoral muscle. look at some anatomy books - the curves of his chest should go back into the Z AND Y axes more. use each of your lines to define a curve, otherwise you might as well not have the line there and cut down on polys

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k4olin September 1 2005, 17:38:37 UTC
not too shabby.
i will say though that his lower body muscle systems arent right. You have the volume of the muscles in not quite the right places.

Feel free to shoot me any quesions. I recommend grabbing a good anatomy book like this one... for help with that. Understanding the muscle systems will not only make things look more "right" but it would make animating him easier too. :)

Take this as constructive critism from a geek kid who spent way too many hours studying muscle systems back when i was seriously considering doing athletic training or med school

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gemrepus September 1 2005, 18:49:16 UTC
I disagree with the anatomy coloring book..... I have http://www.amazon.com/exec/obidos/tg/detail/-/078948045X/qid=1125600361/sr=2-1/ref=pd_bbs_b_2_1/103-3054236-9803826?v=glance&s=books because it's much better to look at REAL things, not someone's drawing of anatomy. But K4olin's right - learn the systems, your work will look 1000% better almost without effort.

Also, it's not bad for a 2nd model - but that's not going to get you into a special effects house as a modeler, and don't think people care what # model you're on - if it's not good they don't hire you. Just an FYI - so you don't cut yourself slack because you're a "student." Think of yourself as a "professional in training" or something, and you'll go further.

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neuwolf September 1 2005, 19:02:40 UTC
Thanks for the comments ( ... )

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