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View Full Version : First Model (WIP) ANY HELP APPRECIATED



homer2000
12-17-06, 09:45 AM
lol I am serious stumped sometimes... I need tips as to how to make the more detailed sections, I followed the steps according to that fish in pixologic.com, which turned out surprisingly well for a noob like me, now I need someone to somewhat babysit me through so the model will turn out to be anything good T-T, please I'd really appreciate the help

WIP.JPG
Dragon blah blah.JPG

tez
12-17-06, 11:52 AM
Hello.

All I would advice you work at the lower sub devision levels for longer while getting the proportions correct. Each time you add detail dont be afraid to add more than you need and them use the smooth after. Get plenty of reference images of what your aiming to achive and dont add no thuther detail untill you have that base form. Only add sub d levels when you realy cant work more on your current one. I added to much detail when I started with Zbrush before it was ready and the results was not as good as I had hoped as no matter of detail will correct bad form. Good start, just keep to the basics for now though.

Moochie
12-17-06, 04:59 PM
Welcome! Nice first post.

The two parts that need most work, I think, are the legs and mouth. The legs look as if you've added lumps and bumps, at random, to indicate muscles and bone. A better approach might be to concentrate first on the long muscles. These will tend to be smooth and stretch pretty much from one joint to the next joint. These give the limbs bulk and imply power. Once you've got the main muscles modeled, then is the time to consider muscles that might overlap so producing bulges or lumps in the limb.

With the mouth, the teeth seem like an after-thought. They need to be defined early on in the modeling process, so you'll have sufficient polygons for them, and it'll also help to keep them as separate structures from the lips and gums.

In both cases, the method is the one tez suggests .. define the long muscles and teeth at the very lowest sub-division levels. Work your model at the lowest level until every vertex is in the perfect place. Sub-divide once and get every new vertex into its optimum position. And so on. Learning where the optimum position for each vertex is, is the very essence of 3d modeling and a life-long quest. Good luck!