UE - Topology looks decent for a first attempt. The form is pretty much uniformly wrong, though. Use good reference material. Model with the mouth closed. You will need more topological density around key areas, like the eyes, the bottom of the nose, and the corners of the mouth to help preserve those areas against the smoothing operation. Also, clean up the topology around where the ears would be running down the neck. Unnecessary edge loops there.
Hunter - Dear God, do not tessellate an organic form like that. You're just going to make it lumpy and hard to work with later on. Don't triangulate it, either. The assigned polygon limit is plenty for what you're trying to do. You should only be smoothing the whole model near the beginning of the project to get a basic head shape from a crude block head model. After that, edge loops should be placed and tweaked almost exclusively by hand.
Rule of thumb - only affect creases in your model if they are a part of the silhouette. Nose and ears qualify, laugh lines do not. You may, however, steer your topology so that you have an edge loop that is coincident with the laugh line, but that's all. At that detail level you should not be trying to accentuate it with topological density. Leave it for the texture or the sculpt.
That isn't all that's wrong there, but it's a start.
November 4th, 2011, 06:40 AM
Hunter
Re: Quick-Crit 2011
Alright thanks, also it isnt triangulated, just the render
November 4th, 2011, 12:36 PM
MXC
Re: Quick-Crit 2011
Another project from school. I'm actually having a ball with this program(ToonBoom), but I can't get myself to animate on 2s instead of ones.
Sorry for the lousy audio quality, it's the best I had to work with.
November 7th, 2011, 09:49 PM
Tnnaas
Re: Quick-Crit 2011
I figured I'd give the whole "shield world" thing another go. This time, it certainly turned out better than before.
I think the central structures look perfect. A bit wider than my reference pic, but I couldn't do a thing better. I just need to texture all the fancy metal pieces and rework the ground and I should be finished. Feel free to point out any other areas I could improve upon later.
November 7th, 2011, 09:50 PM
Nero
Re: Quick-Crit 2011
I'm confused on what I'm looking at. I don't get what a world shield thing is.
November 7th, 2011, 10:18 PM
Warsaw
Re: Quick-Crit 2011
It's a Dyson sphere. The miniature sun is in the centre of the construct, and the habitable space surrounds it.
I feel like those pylons in the middle need to be of a shape that better portrays their size. I'm not sure how to describe it. Those pylons are, make no mistake, massive.
November 8th, 2011, 01:07 AM
neuro
Re: Quick-Crit 2011
HUNDREDS AND HUNDREDS OF KILOMETERS MASSIVE
November 11th, 2011, 07:38 PM
JackalStomper
Re: Quick-Crit 2011
Never understood the appeal of Dyson spheres, how do they deal with the radiation and solar wind? Or gravity for that matter, if you rotate you're only providing acceleration along a single axis, you'll get pulled into the star if you start moving away from it.
As for distance the only way that's obvious is fog, dof, lighting, etc, which isn't really modeling is it?
There are some personal differences, mainly with some proportions. I haven't really gotten into much with details, but is the basic shape good? What could use some work?