03-07-2009, 06:57 PM
|
#1 |
|
Senior Member
Join Date: Feb 2004
Location: UK
Posts: 364
|
**NEW** WEEKLY MODELING SESSIONS: WEEK 001 : Cave Dweller
Ok, week one. As mentioned in the initial post we are starting with a 2D creature concept that was created for a COW or `Creature of the Week` at Conceptart.org. It is a basic bipedal bat-type creature with some complicated modeling needed around the wing flap area. Newer modelers may want to just tackle the basic body shape or even just the head. If more experienced modelers take part we can perhaps explore the process of creating skins flaps and folds.
![]() COMMENTS: If you are new to modeling and want to approach this session then decide whether you want to use Box Modeling or whether to create the model using the image as a reference in the background. The image is fairly flat in one plane but was not drawn to be a modeling reference so some artistic licence will be needed if you choose that method. If you want help and feedback post your work in stages and describe where you are struggling. If you are VERY new go to the tutorial section and start watching the Mintotaur tutorials. Good luck and enjoy!
__________________
________________________________ SouthernGFX Website http://www.southerngfx.co.uk Follow me on Twitter http://twitter.com/southerngfx SouthernGFX Blog http://southerngfxblog.blogspot.com Last edited by southern; 03-07-2009 at 07:03 PM. |
|
|
03-08-2009, 12:56 AM
|
#2 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
Weekly Modeling Session: Cave Dweller
Hi guys,
I'm new to the forum and new to Silo. I downloaded the trial version a few days ago, and realy getting hooked on it. And what a better way to get familiar to Silo then modeling this creature (or trying to )Started with the blocking and here's where i am so far: ![]() ![]() ![]() Not sure with the front legs tho, dealing with an odd twist in the poly's and not sure if that will work in my favor. Crits and comments most welcome since this is the first time i box model with a reference image like this. |
|
|
03-08-2009, 10:01 AM
|
#3 |
|
Senior Member
Join Date: Feb 2004
Location: UK
Posts: 364
|
Great start. Keep going with the overall form and try to steer clear of any detail work at all. Before you detail the arms much more get the pose right. Use Soft selection and a high radius to drag and pull the polygons into place
__________________
________________________________ SouthernGFX Website http://www.southerngfx.co.uk Follow me on Twitter http://twitter.com/southerngfx SouthernGFX Blog http://southerngfxblog.blogspot.com |
|
|
03-08-2009, 12:03 PM
|
#4 | |
|
Member
Join Date: Oct 2006
Location: UK
Posts: 81
|
Quote:
![]() |
|
|
|
03-08-2009, 04:28 PM
|
#5 |
|
Senior Member
Join Date: Feb 2004
Location: UK
Posts: 364
|
Hi Stuart. I'll be happy to help anyone when I'm around. We'll see how the next few weeks goes. If the interest is there it will help Silo and people new to modeling which is pretty much my mantra.
Here's a color sketch that may help: ![]()
__________________
________________________________ SouthernGFX Website http://www.southerngfx.co.uk Follow me on Twitter http://twitter.com/southerngfx SouthernGFX Blog http://southerngfxblog.blogspot.com |
|
|
03-08-2009, 04:45 PM
|
#6 |
|
Senior Member
Join Date: Nov 2005
Location: in a UK home
Posts: 427
|
Hi Glen ,nice way to start , this will be fun to do and see what others do to.......
![]() |
|
|
03-08-2009, 05:15 PM
|
#7 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
nice style there Glen, hope my final can look like that
![]() here are some updates, got him some fingers on the front legs/arms, put in the ears aswell and tweaked overall shape and posture. still trying to get the form right. ![]() ![]() ![]() crit me plz ![]() |
|
|
03-08-2009, 06:01 PM
|
#8 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
update of the head
![]() need a break now, will be back later ![]() happy boxing |
|
|
03-08-2009, 10:58 PM
|
#10 |
|
Junior Member
Join Date: Feb 2009
Posts: 16
|
Hi all,
This is where I have got with the Cave Dweller. I have used the reference image Glen provided in the side view port as a guide and then basically rotated, scaled, stitched and extruded cylinders into the body shape by matching up the edges with the underlying image. I will model the head seperately and attach it later on rather than trying to model it on the body. By the way, looking good Kyro. |
|
|
03-08-2009, 11:25 PM
|
#11 |
|
Senior Member
Join Date: Feb 2004
Location: UK
Posts: 364
|
hedge: great start.
kyro: get some more volume in the head and neck area before you add anymore detail. G
__________________
________________________________ SouthernGFX Website http://www.southerngfx.co.uk Follow me on Twitter http://twitter.com/southerngfx SouthernGFX Blog http://southerngfxblog.blogspot.com |
|
|
03-08-2009, 11:30 PM
|
#12 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
and some more updates... did some work around the shoulder, head and back feet. shoulder and head mainly to get a better poly flow
![]() ![]() ![]() ![]() |
|
|
03-08-2009, 11:54 PM
|
#13 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
@ Toadie: thx m8
![]() @ hedgeweasel: looking good there m8, good start. happy to see others trying this one too @ glen: will do! |
|
|
03-09-2009, 09:33 PM
|
#14 |
|
Junior Member
Join Date: Feb 2009
Posts: 16
|
Just a quick update,
I have added the legs and forearms but feel that the leg poses may eventually need adjusting. Not sure about the way the forearms seem to kinked at 90 degrees on the front view either, but I will leave it for now. ![]() ![]() ![]() |
|
|
03-09-2009, 10:45 PM
|
#15 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
nice going Hedgeweasel, realy getting there.
if you want a tip for the for arms... put your hands on your desk, now lean forward and look at what your elbows do. if they just go down, it's just unconfortable, push them to the side...aaah much more relaxed and balanced sounds stupid maybe but it worked for me ![]() For the front hands, they seem a little slim for the moment but i think everything is there to give them some nice volume. I would also put 1 more edgeloop in the first bone of the back toes, then bring that loop down a bit, now it feels like all of his back weigth is on those 3 little bones instead of the hole foot. putted a screenie of what i mean. anyway, keep it up and keep them posts commin' ![]() |
|
|
03-09-2009, 10:48 PM
|
#16 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
got an update myself here. realy had a long day at work so didn't do to much this night. think it'll be enough to ask for you guys opinion tho.
detailed the head abit more (added loops around the lips for future teeth) volume in the neck, front hands and tried some muscule stuff on his back legs (for as far as i know my anatomy hehe) anyway, comments most welcome greets Ky ![]() |
|
|
03-10-2009, 09:35 AM
|
#17 |
|
Junior Member
Join Date: Feb 2009
Posts: 16
|
Thanks Kyro,
Your right about the arms I just tried what you said and it makes sense now. The front hands are a bit on the thin side as well. I didn't notice that last night, or the fact that all his weight balanced on those toes would probably shatter them into a million pieces ![]() I'll have to try and make a few adjustments before I move on to the head. Any tips on adding more detail would be welcome also. That it is one area I have not done to much of, basicly getting used to creating basic forms at the moment. Your model is looking great by the way, just hope mine looks as good if I ever finish it ![]() |
|
|
03-10-2009, 01:01 PM
|
#18 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
hey hedgeweasel,
maybe it wouldn't be a bad idea to first connect the head to the body, doesn't have to be much even, just enough you can get a feel of the model in total. then start to tweak to get the volume and form in it. i think you have all in your mesh to get a good silhouet out of it, then continue with adding more and more loops. have you checked out Glen's Minotaur vids? you can find them on nevercenter tutorial section. they helped me out alot in how to approach a model, i used to go waaay to fast, adding detail when the form wasn't even good. result: to much edges and no form at all leading to frustration and eventually just giving up. we sometimes forget that we have to do the things in 3D like in real life, start with a big blocked out shape and refine refine refine. that's what i learned from those vids. and the fact that it's truely something to live by. just one more thing about your model... it has like a 'heel' on it's hands wich looks abit odd to me tbh. or it just might be me hehe anyway, it's still going good and..OFC YOU'LL FINISH IT! cya next post probably ![]() |
|
|
03-10-2009, 04:47 PM
|
#19 |
|
Senior Member
Join Date: Feb 2004
Location: UK
Posts: 364
|
Some great feedback K. Getting the form right before detailing is a key fundamental in box modeling. You've both done a great job with these creatures but these are done with images imported into the viewports. In coming weeks well look at sessions where you need to free-form box model with no reference in Silo. That pushes you a little more and you almost have to keep the detail low or you don' t capture the form. I'll get some time to comment on local detail although there ysn't a great deal wrong.
__________________
________________________________ SouthernGFX Website http://www.southerngfx.co.uk Follow me on Twitter http://twitter.com/southerngfx SouthernGFX Blog http://southerngfxblog.blogspot.com |
|
|
03-10-2009, 08:05 PM
|
#20 |
|
Senior Member
Join Date: Mar 2009
Location: Belgium
Posts: 128
|
@ Geln
OI!! i did no such thing. used the ref image on second monitor! and i got spilled coca-cola stains on my desk to prove it while i was setting it up lol first time ever i do it on a character tho...in the beginning it was tricky but after a few hours of staring at it, it started to make some sense hehe i blame your minotaur vids for my 'artistic' behavior |
|
|