I didn't mean to be anonymous in that last one. Here's the edited post.
"
Just measured myself. I'm 6'2'' and my arm span is 6'5''. My torso is about 2/3 the length of my legs. The proportions on the model were a little extreme even in comparrison to that though. I made his body a little bit longer and his arms a little bit shorter. He also has elboes and gloves now now, and a little bit better hands, but they still need work.
http://home.comcast.net/~joobot/my_3d_2.jpg
I plan to use this model in the Source engine. Any special things I should know before texturing it?
I used 3ds Max 8.
Also, how do I make hyperlinks here?
"
My First Major 3D Model
Yes, there are still serious proportion problems.
-There are no hips
-The thumb is at a wierd angle.
-The legs are really messed up. First of all, in frontal, they are bowed way too far out. The sides of the thigh are coming out way past the shoulders, and a mile past the hips. This is off. Also, in profile, the pelvis-hips area isn't shaped correctly, stemming from that there is no stomach to speak of. Instead of a cylindrical shape, the body has turned into more of a rounded rectangle or long ellipse. The pelvis has completely flattened out.
- I assume the feet are stylisticly that huge.
- The arms and face are pretty good.
- Like has been mentioned, the straps aren't responding to the laws of physics. Unless they are solid metal cylinders, they will not be perfectly aligned. They will fall at the sides and hang at the shoulders. Try putting a sash or something around your own body and check it out.
- The hands need to be much larger. Look at how much larger even relatively thin gloves make your hands... right now, they are at about the right size for glove-less, and by the cuff on his wrist, those are some pretty thick and/or loose gloves (or else they wouldn't have such a flare)
Like's been mentioned, its about average for a first human model. You really need to get some anatomical experience though (check out some anatomy books, I recommend Human Anatomy Made Amazingly Easy).
"From the bottom of the foot to below the their nasal is one half a body length"
That's incorrect, from the bottom of the foot to the midline/bottom of the pelvis is half the body length. To the naval is about 2/3. Otherwise what you said is right. And like slowpid mentioned, I too recommend doing a nude as your first model. You can get some reference photos from 3d.sk if you dont' want them taken of yourself with your undies on.
EDIT: I just want to pound through the anatomy point. Anatomy is not like drawing or 3D or whatever, where you really only get better by 'doing.' You can read how to draw, but when you put your pencil to paper, you can still stink at it. But anatomy is academic. Memorizing proportions/anatomy WILL improve your 3d and drawing of humanoids. And its easy because you can just read an anatomy book over and over and over like a textbook until its all memorized, and each time you'll get better, unlike reading about doing something. Anatomy is academic, drawing is applied. So put down that 'How to Model a Human' tutorial book you've been reading and pick up a "Human Anatomy' book instead.
-There are no hips
-The thumb is at a wierd angle.
-The legs are really messed up. First of all, in frontal, they are bowed way too far out. The sides of the thigh are coming out way past the shoulders, and a mile past the hips. This is off. Also, in profile, the pelvis-hips area isn't shaped correctly, stemming from that there is no stomach to speak of. Instead of a cylindrical shape, the body has turned into more of a rounded rectangle or long ellipse. The pelvis has completely flattened out.
- I assume the feet are stylisticly that huge.
- The arms and face are pretty good.
- Like has been mentioned, the straps aren't responding to the laws of physics. Unless they are solid metal cylinders, they will not be perfectly aligned. They will fall at the sides and hang at the shoulders. Try putting a sash or something around your own body and check it out.
- The hands need to be much larger. Look at how much larger even relatively thin gloves make your hands... right now, they are at about the right size for glove-less, and by the cuff on his wrist, those are some pretty thick and/or loose gloves (or else they wouldn't have such a flare)
Like's been mentioned, its about average for a first human model. You really need to get some anatomical experience though (check out some anatomy books, I recommend Human Anatomy Made Amazingly Easy).
"From the bottom of the foot to below the their nasal is one half a body length"
That's incorrect, from the bottom of the foot to the midline/bottom of the pelvis is half the body length. To the naval is about 2/3. Otherwise what you said is right. And like slowpid mentioned, I too recommend doing a nude as your first model. You can get some reference photos from 3d.sk if you dont' want them taken of yourself with your undies on.
EDIT: I just want to pound through the anatomy point. Anatomy is not like drawing or 3D or whatever, where you really only get better by 'doing.' You can read how to draw, but when you put your pencil to paper, you can still stink at it. But anatomy is academic. Memorizing proportions/anatomy WILL improve your 3d and drawing of humanoids. And its easy because you can just read an anatomy book over and over and over like a textbook until its all memorized, and each time you'll get better, unlike reading about doing something. Anatomy is academic, drawing is applied. So put down that 'How to Model a Human' tutorial book you've been reading and pick up a "Human Anatomy' book instead.
-------------www.robg3d.com
I re-cretaed the hands since it was too hard to work with the current ones. The side where the rist would be is open with no polygons. How would I go about attaching this new hand?
I figured it out. After many revisions, i think I have a more human-shaped person. I still like the old one better personally, but everyone I show it to likes the new one.
http://home.comcast.net/~joobot/my_3d_3.jpg
http://home.comcast.net/~joobot/my_3d_3.jpg
Well, his body shape and proportions are better, much improved, good job on that.
Now lets talk muscle shape and detailing.
Shaping: He is built like a box, little less than shaped extrusions it seems. Give his arms and legs some roundness, define his chest from his stomach and sides and work on those hands. He looks boxy, thats the way alot of beginniners stuff comes out looking, just keep shaping and you'll get it.
Details: the pockets, belt, sash and coat dont seem to fit the model, It would really help to A.) shape them to fit him and B.) shape them to succumb to the laws of physics, mainly gravity. In general, the pockets are to boxy, the belt is to thick and the sashes are to ridged.
Your on the right track in my opinion, just needs alot more work and time.
Keep it up,
-Slowpid
Now lets talk muscle shape and detailing.
Shaping: He is built like a box, little less than shaped extrusions it seems. Give his arms and legs some roundness, define his chest from his stomach and sides and work on those hands. He looks boxy, thats the way alot of beginniners stuff comes out looking, just keep shaping and you'll get it.
Details: the pockets, belt, sash and coat dont seem to fit the model, It would really help to A.) shape them to fit him and B.) shape them to succumb to the laws of physics, mainly gravity. In general, the pockets are to boxy, the belt is to thick and the sashes are to ridged.
Your on the right track in my opinion, just needs alot more work and time.
Keep it up,
-Slowpid
I don't want to spam here, but I am a moderator at rendervisions.com, and I have a simple unwrap UVW tutorial that could help get you started.
http://rendervisions.com/modules.php?name=Forums&file=viewtopic&t=1261&postdays=0&postorder=asc&start=30
is the link for it.
To the MOD: If I'm violating the TOS in any way, please remove this post and message me reguarding the infraction.
http://rendervisions.com/modules.php?name=Forums&file=viewtopic&t=1261&postdays=0&postorder=asc&start=30
is the link for it.
To the MOD: If I'm violating the TOS in any way, please remove this post and message me reguarding the infraction.
Making Dreams and Nightmares a Virtual Reality,
I have him rounded rounded and i like the way th epockets and belt look for whatever reason.
http://home.comcast.net/~joobot/my_3d_4.jpg
(The erason it's so big is becasue I was showing it to people on an HDTV)
I figured out how to unwrap it properly. I have his head cylinder mapped. The shirt is back/front. Each arm is top/bottom. The pants are back/front. And finally the shoes are left/right. I have Photoshop but haven't really used it much. What do I do to make in image in there that'll amke a realistic texture for my unwrapped man?
http://home.comcast.net/~joobot/my_3d_4.jpg
(The erason it's so big is becasue I was showing it to people on an HDTV)
I figured out how to unwrap it properly. I have his head cylinder mapped. The shirt is back/front. Each arm is top/bottom. The pants are back/front. And finally the shoes are left/right. I have Photoshop but haven't really used it much. What do I do to make in image in there that'll amke a realistic texture for my unwrapped man?
http://img.villagephotos.com/p/2005-1/943055/my_3d_4.jpg
I dont have tons of time but I outlined your shape of him under the shirt in red, then I did in yellow my suggested shape, although you probably want to make him skinnier or less bulkier than I did. Anyways, hope it helps, I also did a couple more things, but again, not the time to do much.
keep it going, its much improved.
Slowpid
I dont have tons of time but I outlined your shape of him under the shirt in red, then I did in yellow my suggested shape, although you probably want to make him skinnier or less bulkier than I did. Anyways, hope it helps, I also did a couple more things, but again, not the time to do much.
keep it going, its much improved.
Slowpid
STill not quite there, but getting closer. Along with your ideas, I gave him a bit more of a crotch boldge and more knees.
http://home.comcast.net/~joobot/my_3d_5.jpg
http://home.comcast.net/~joobot/my_3d_5.jpg
Good job, the knees picked up something that I couldn't place before, they improve them model alot. The crotch buldge is also well used, gives him some more depth.
As for the arms, try to define the neck muscles that slope from below the jaw to the shoulder, look at picks of body builders to see what Im talking about.
Keep it up, looking great,
Slowpid
As for the arms, try to define the neck muscles that slope from below the jaw to the shoulder, look at picks of body builders to see what Im talking about.
Keep it up, looking great,
Slowpid
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