TRAVISB opened this issue on Sep 13, 2001 ยท 16 posts
TRAVISB posted Thu, 13 September 2001 at 3:37 PM
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
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
TRAVISB posted Sat, 15 September 2001 at 1:10 PM
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 !