Wed, Dec 25, 12:28 PM CST

Renderosity Forums / 3D Modeling



Welcome to the 3D Modeling Forum

Forum Moderators: Lobo3433

3D Modeling F.A.Q (Last Updated: 2024 Dec 22 11:25 pm)

Freeware 3D Modeling Software Links:
Blender | Trimble Sketchup | Wings 3D | Anim8or | Metasequoia | Clara IO (Browser-based 3d modeler)

Check out the
MarketPlace Wishing Well, as a content creator's resource for your next project.

"What 3D Program Should I buy?" Not one person here can really tell you what's best for you, as everyone has their own taste in workflow. Try the demo or learning edition of the program you're interested in, this is the only way to find out which programs you like.



Checkout the Renderosity MarketPlace - Your source for digital art content!



Subject: small update on my male model


TRAVISB ( ) posted Thu, 13 September 2001 at 3:37 PM · edited Wed, 25 December 2024 at 12:26 PM

file_210544.jpg

just a small update starting arms finaly


TRAVISB ( ) posted Thu, 13 September 2001 at 3:40 PM

need to know if the body looks proportioniate so far i think it looks ok but cant tell if the head and body are balanced !


beyondMyth ( ) posted Thu, 13 September 2001 at 7:53 PM

In my opinion i think the head is a little bit to small for that body ,, or it could just be a "trick-of-the-eye" cause it seems like the body is a bit to thick ,, make the body slightly thinner shoulders/back part and it should look better just my 2 cents :-)

//Benny.


hewsan ( ) posted Thu, 13 September 2001 at 8:34 PM

Believe the result you are after is of power & grace. For photo real - the head should be scaled up, but it also would seem to depend on the medium/style it will be aimed at expressing. You didn't ask about the arms :)


hewsan ( ) posted Thu, 13 September 2001 at 8:50 PM

Posted to fast... Emphasis on certain aspects is more then acceptable in my humble opinion if you wish to portray the figure in a non photo real manner - animated "action comic" where the character is to be more for power/graceful strength - then for elocution... Large head to body - for that type of character. Like the look - but increasing the scale of the head, may allow more options.


Teyon ( ) posted Fri, 14 September 2001 at 5:08 AM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=274633

file_210546.jpg

Strictly speaking here Trav, as you built the head first, I'd scale everything else to match. This means bringing the arms /shoulders closer to the body. there shouldn't be as much of a gap between the shoulder and neck. Also, your forearms need much work and you should bring the biceps further down the arm. As it is, the biceps appear too short. The rib cage/chest cavity needs a bit of touch-up also. Take a quick look at the somewhat rushed torso I put in the Rhino Free Stuff. Even though it's rushed, it's proportionally correct and the basic shapes are all given a fair amount of space. THe back o fyour model seems good. Though again, you should take a look at the arms muscle mass and the length/shape of the forearm. As a gnereal rule, the arm (hands included) should come about half-way down the thigh. Sometimes a little more but rearely ever does it pass the knee. So then, your bicep ends somewhere around your waist and the forearm would start around or just below the waist line. Your model doesn't wuite fit this (if you bring the arms down, the bicep comes up short)...the wings are cool though. I think they're called lateral muscles or somehting? Whatever, I'm not an expert on the names but I do have good understanding of the look...


Teyon ( ) posted Fri, 14 September 2001 at 5:42 AM

file_210547.jpg

Just a note about the above link...it's to show you how you can keep the basic shape of the arm while exaggerating it for certain models (like the one in the link). The design of that arm was short to begin with but note how the legs were shortened to compensate for that... Here's an example of a thin average arm that should help see what I mean (also look at your own as you work, I do).


TRAVISB ( ) posted Sat, 15 September 2001 at 1:10 PM

file_210548.jpg

ADDED HANDS BUT NEED TO WORK ON DETAIL OF MUSCLES AGAIN NOT HAPPY WITH THEM YET


Teyon ( ) posted Sat, 15 September 2001 at 4:38 PM

Much better, Travis! Not happy with the hand mucles or the body muscle or the arm muscles? I personally think they're good. The chest could be a bit broader/bigger but that's just a possibility. It looks fine as it is.


beyondMyth ( ) posted Sat, 15 September 2001 at 5:18 PM

wow, that model is really coming together now Travis! :-) ,, and i agree with Teyon ,,

//Benny.


TheCreatureOfLegend ( ) posted Sat, 15 September 2001 at 8:15 PM

Wow! That's awsome. I don't see anything wrong with it. (I know I'm not much help) Keep modeling! ^_^ The Creature of Legend


TRAVISB ( ) posted Sat, 15 September 2001 at 8:26 PM

yeah im kinda struggilin deciding what to do about the chest and im having mad problerms with deep paint at the moment !! thanks for the support guys


Styxx ( ) posted Sun, 16 September 2001 at 9:54 PM

I am just green with envy Travis!! He looks fantastic!!


Gaer ( ) posted Mon, 24 September 2001 at 11:19 PM

You are using Lightwave 7? What method are you using? Does LW support NURBS? Or are you pushing polygons and Smoothing them? Are you using templates, or mental? Are you using Splines to make polys, or are you cutting and dividing a primative? I'm just curious. Same for you Teyon, what are you using, and how are you doing it?


Teyon ( ) posted Tue, 25 September 2001 at 7:53 AM

Attached Link: http://www.rhino3d.com

Well, not to take away from Trav's post... I use Rhinoceros3D to model. It's one of the most powerful, easy to use nurbs modelers available. I try to use sketches as reference when I can but sometimes I just jump right in and model. My modeling method of choice is Lofting and then point editing (sort of like vertex editing but simpler and far more powerful). I hope this answers your questions.


TRAVISB ( ) posted Thu, 27 September 2001 at 7:02 AM

When i model i usually use sub d but always try to use other methods too each trains the mind to see what you might miss if you get used to modeling one way ! I do have to say im not a fan of splines just because i think it takes alot of the creative process out but it does have its uses i like sub d because its more like sculpting especially when you dont use templates most of the time ill sketch something out or see somthing that makes me want to model sometimes ill use a template for the face or part of it then let my mind do the rest like teyon i also do alot of point edidting ALOT lol but getting the form down is relly important to me because you can add detail for ever TrUST ME I hope this helps Im with teyon i think rhino is def one of the best though im a die hard LW user some other great apps are meesiah which is a plug in for lw but they are releasing a full app definetly worth looking into if these guys can make their app half as good as the plugin it will someday be the best !


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.