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Old 03-10-2009, 10:54 PM   #21
Kyro
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hello again guys,

got some more update, most of them minor tweaks all over the body.
put some work in the mouth area and gave him some teeth. not sure if i will keep it like this cause it all so symmetric, but for now it'll do. think a broken tooth here and there and a little position change might do the trick for the final.
Tomorrow i'll try to add the wings (or what's left of them)
you guys think it will be good enough then to take it to the next lvl? a penny for your toughts :p

now say cheeeeeese







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Old 03-11-2009, 03:10 PM   #22
hedgeweasel
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OK finally got round to adding the head, I have also tweaked the leg positions a bit and adjusted a few things based on what was said before. Feel a bit happier now I have the overall shape of the model. Of cause if you see anything I should or shouldn't be doing let me know.

Waiting to see the wings appear on your model Kyro, Are there any special techniques involved in this or would you just extrude thin faces out from the legs?





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Old 03-11-2009, 11:06 PM   #23
Kyro
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hey hedge,
nice upgrade you got there.
now you can really start tweaking it. maybe reposition it a bit, like getting the centre of gravity a bit better, he's leaning a bit to much forward, you can see this good in the side view.
think you did a good job on the head, maybe change some edge loops here and there, like around the mouth, but overal you got some nice topology there.
i would still say to keep looking a bit more for forms and shapes.
he's a bit skinny in some areas. for example: compare the front legs with the back ones. they are much slimmer and miss some volume. you can exaggerate a bit in this stage, make things bigger then you think they should be, but only just a bit. it will make it easier to see the form and contours of the model. i like what you did with the back legs, they are firm and really present at the body. try to match the front legs/hands to that.
i putted some images at the bottom to show you where you could fix things. bare in mind that i'm defenetly not the expert and other ppl may have better ideas and comments. just trying my best to help as good as i can

as for the wings on my model, i was planning to make them this evening, but a late night at work prevented me of that
feel like i lost alot of time and hope i can get it finished by this weekend. got a free day on friday so that will come in handy hehe

for how to make them... glen gave me the advice to make a new plane and shape it into place, then use th shell command to give it volume. after that merge it with the body and merge the verts together. easier said then done if you ask me lol that realy is a tricky part.

anyway, keep it up m8 and talk to you soon off to bed now...
sooo ZZZzzzZZZzzzleeeepy

Ky



correction on pic above: just position the back leg a bit, think that'll fix it too and alot easier. to lazy and to tired to change the pic now tho lol




Last edited by Kyro; 03-11-2009 at 11:10 PM.
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Old 03-12-2009, 07:15 AM   #24
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Fantastic support there Kyro. I agree with all your points.

As for the wings I'll try and do a few samples of how I would approach it. As with most 3D jobs you want to pick the path of least resistance and for the best price! ie. fastest.

There are so many tools and techniques to help you solve this one.

Glen
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Old 03-12-2009, 09:08 PM   #25
Kyro
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hello guys,

got another update. give him his 'wings'. Glen gave me the advise to make it as a seperate object first and then connect it to the body, so after a try or 5-6 (!) i finally came up with this. shape isn't all there yet but that'll hopefully come in the next stage.
i made some screenshots of how i did it too.



I started with a grid, and positioned it right behind the arm. then did an extrude to get the loop around it.


Then i extruded the top part and the bottom part seperatly


In step 3 i created an edgeloop all around the grid


here i positioned the 2 'flaps' of the grid and snapped the points the the verts of the body. also started to get a bit more shape and flow in it.


In step 5 i added the edge loops where needed so i could easely connect the wing to the body. and after some more shape tweaking i applied the 'shell' command to give it thickness. i also selected the edge of the arm and applied a bevel to it and snapt all points of the wing to it corresponding one on the arm.


In this final step i merged the 2 object together. merged all the verts that were snapped into place (for easy selecting of 2 points change your mouse setting for LMB to 'Select Thru New')and deleted all the faces on the inside where the arm and wing were connected. then added some more edgeloops where needed. specially where the connected wing is to get a nice sharp crease.


This way made it possible for me to get a connected wing with a fairly good edgeflow and nice edgeloops around the connection of arm and wing.

hope this helps for anyone who needs it.
And Glen, if you have other and easier ways of doing this then just this 1, plz share them with us, cause i spend almost all day on this! lol

Last edited by Kyro; 03-12-2009 at 09:11 PM.
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Old 03-12-2009, 09:48 PM   #26
Kyro
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here's a smoothed version

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Old 03-13-2009, 05:02 AM   #27
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Wow love the new sessions idea.
Kyro terrific work imho of course the concept too.

Maybe I'd look at the base of the ears again they look a bit too round and
could use more shaping maybe. Not much else to crits
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Old 03-13-2009, 09:06 AM   #28
hedgeweasel
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Hi,
Got another update. I think I have managed to include all of the advise that you gave me Kyro,

I changed the leg poses to try to correct the balance, looking at it again it may still need work.

Made the front legs a bit thicker and corrected the ears and other general tidying up.

Also by bringing the shoulders closer to the body I was able to remove a few loops which allowed me to tidy up under the arms, It was getting a bit of a mess under there.

Anyway I hope you can see what I have done, I was intending on posting an update last night. I was trying to fix the flow on the head to make the topology better but I ended up with a complete mess and ended up loading an old save and calling it a night, drinking and modeling might not be such a good idea

Love the smoothed preview by the way, and thanks for all the advise it was much appreciated





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Old 03-13-2009, 05:03 PM   #29
Kyro
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@ Webz: Thx m8, and you're right, i adjusted the base of the ears a bit so it breaks the roundness. addes also more loops to be able to put more detail there.

@ Hedgeweasel: np, glad it helped. theres defenetly an improvement in your model. front arms look alot better and the change in the flow at his wrists is better too. keep trying to get the form and volume in. move verts around and try to see where the bone structure is. like the elbow for example. if you look at your own, you see the bone sticking out more when it's bend. try to add those features in now. just push and pull the mesh, add an edgeloop here and there. just play with it a bit


i finished my UV Layout today. tried it in silo last night but just couldn't do it, so i used RoadKill. a free standalone app for uv layout. i also had to cut the entire mesh into pieces (head, body, legs, toes, etc) and then unwrap them. my knowledge of uv layout is not that high lol. after i putted everything together again. it might not be the best way and the cleanest uv layout, but i think it'll do.

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Old 03-15-2009, 09:53 PM   #30
Kyro
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ok guys, this is it.
think i'm finally done with this weeks session.
hope you like my final result
Ky





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Old 03-16-2009, 12:27 AM   #31
Ketsudan
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Kyro, that is fantastic. Did you finish it off in Zbrush, or did you do the sculpting inside Silo?

The edges of the creature look a little 'jagged', what renderer did you use? I wonder if you could increase the anti-aliasing.

Again, very nice work.
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Old 03-16-2009, 07:32 AM   #32
Kyro
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Hi Ketsudan,
I did the sculpting in ZBrush and the 'renders' are just screenshots from there, that's why i have jagged edges.
my pc is very old and it takes so long for it to render. think i'll render it out at work, goes alot faster hehe. tho i still need to do alot of prep before that.
anyway, thx for the commments...keeps a guy going
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Old 03-16-2009, 01:00 PM   #33
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Thats real nice work Kyro.
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Old 03-16-2009, 02:03 PM   #34
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Wow.

Real nice work for a weekly Kyro! Also props for the others for participating in this weekly modelling session! I don't see any time for me for participating in the near future but i would definitely like to take part in this as well!

Good job all (also the organisers off course!)

Cheers.
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Old 03-16-2009, 03:47 PM   #35
Kyro
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thx guys, it's been tough week with long days for me to get this finished. i learned alot doing this and i'm glad i joined this session. Also, thx glen for all your support, couldn't have done it without you
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Old 03-16-2009, 04:24 PM   #36
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Great modeling session Glen, this is exactly what beginning 3d modelers need to improve their craft. Loved your minotaur tutorials btw as well as your Silo dvds, i bought both of em

Great work Kyro, modeling from reference images can be fun but might not always be a good idea when you're planning on riggin' your mesh, keep modeling and stay motivated, looking forward to any updates
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Old 03-16-2009, 11:33 PM   #37
Kyro
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@_S9_: thx for the comments, but not sure what you mean by "but might not always be a good idea when you're planning on riggin' your mesh".
if it's about the pose..i made that in Zbrush, but stil got my base pose from silo and that one is perfectly riggable i think. anyway, let me know what you mean hehe
Greets
Ky
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Old 03-29-2009, 08:24 PM   #38
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Quote:
Originally Posted by Kyro View Post
@_S9_: thx for the comments, but not sure what you mean by "but might not always be a good idea when you're planning on riggin' your mesh".
if it's about the pose..i made that in Zbrush, but stil got my base pose from silo and that one is perfectly riggable i think. anyway, let me know what you mean hehe
Greets
Ky
I believe he's referring to not having uniform, symmetrical deforms on the mesh when not skinned in bind pose, but as you mentioned, you "posed" it in Zbrush so no worries. I always tell my students not to model limbs bent at right angles(90 degree bends are too extreme.) because extending the limbs stretches polygons too much, unless you pack tighter, smaller polys within the bend. It's funny how much you learn about modeling from rigging/skinning. FANTASTIC work, btw. I love the creature!

-Rod
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Old 03-31-2009, 02:18 PM   #39
Kyro
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AHA! thought so hehe
Saw some stuff of you on internet Rod, your a verry good rigger, love the stuff you did.
thx for the comments
Ky
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Old 04-15-2009, 04:55 PM   #40
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Nice work, everyone who participated in the weekly session, and congrats to Kyro who was selected as the T-shirt winner for this week.
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