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Subject: WIP: sprite model


litst ( ) posted Tue, 10 April 2001 at 2:45 PM ยท edited Fri, 29 November 2024 at 11:35 AM

file_162476.JPG

Hi all, This is a model i'm working on slowly . I think i'm ready to add a belt, braces and hair . I'm waiting for your suggestions ! litst litst.@freesbee.fr


litst ( ) posted Tue, 10 April 2001 at 2:46 PM

file_162477.JPG

Just thought some of you might wanna see it in the vertex modeller ;)


HARBINGER-3D ( ) posted Tue, 10 April 2001 at 3:28 PM

Wow - looks great - do you ever subdivide the mesh? Too bad Carrara doesn't have bones - it'd make all the difference...


litst ( ) posted Tue, 10 April 2001 at 7:18 PM

Thanks for your comments ! Harbinger : no, i don't subdivide the mesh . Never ! Well, in fact, i do subdivide some edges when i need it . And of course, i subdivide the all mesh at the end . What i like to do is to control the poly-count . Sometimes, having a detailled mesh AND only a few facets is hard, but is worth it ! FYI, the subdivided mesh you see on the first image is less then 5000 facets . Cutcopypaste : take your time, i don't have Poser, so ... I could do the UV mapping if you need it . Or maybe it's too late ? Anyway, good luck for your surgery ! litst litst.@freesbee.fr


graylensman ( ) posted Wed, 11 April 2001 at 7:30 AM

Uh, to be the ugly American, I assume "braces" refers to "suspenders" for the pants, not medieval torture device for straightening teeth... my suggestion: don't add hair. I like the dome. If anything, I'd make the eyes less human/human proportioned.


litst ( ) posted Thu, 12 April 2001 at 3:30 PM

file_162481.JPG

Yeah i mean "suspenders", graylensman ! Besides, my character won't have teeth, so braces wouldn't be of any use on him ! ;) Think i gotta buy me a new french/english dictionnary ! I thought i'd show this drawing i've made before i start modelling . You'll see that the shape has changed : the ears are not that wide, the nose isn't the same ... In fact, i like the drawing better . Do you think it would be good to make the model closer to the original design ? Usually, the model is better that the sketch, but not this time ... litst


graylensman ( ) posted Mon, 16 April 2001 at 8:02 AM

litst wrote >Usually, the model is better that the sketch, but not this time ...< You know, I have that same problem. I have a handful of character sketches that I've been attempting to model, and I'm discovering that some aspects of 2D art that doesn't translate well to 3D. Usually, the eyes and nose and face shape. }:P I think the ears on the model are fine. Make the nose skinnier, and a bit more droopy/pointy. I like the hair in the sketch. Part of what you may be struggling with is that the model isn't yet textured. Add the maps, put the model in a similar pose as the sketch, and then take a look. (I have found that eyebrows are integral in forming expressions.)


litst ( ) posted Wed, 18 April 2001 at 10:50 AM

file_162483.JPG

Thanks for your suggestions, Graylensman ! I've improved the head, and i'm much happier with my eyes, ears and nose . I've added some hair . Well, at least i've modelled hair : texturing them will be kind of a challenge ! ;) I've used the attraction sphere for that, following a technique of Patrick Martin . Thanks to him ! :) litst


twillis ( ) posted Wed, 18 April 2001 at 11:26 AM

The hair looks good, and really adds to his personality.


graylensman ( ) posted Wed, 18 April 2001 at 12:47 PM

the eyelids are just right, too! I'd like to see him with that towering pompadour of the sketch, though the sizes of hair and ears balance well in the model. I guess I'm going to have to bite the bullet, and learn the vertex modeler this summer.


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