Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Llama Juice
Why?
Looks shit. Poly waste. Your reference render model has a high probabilty of being professionaly designed so probably doesnt clip due to the modeller's apprehensive knowledge of the rigging requirements.
The hands have like a stupid amount of uneeded quads which results in poly wastage. Also in the reference image the hands bulge out and yours are flat... might wanna correct that. Maybe drag a few of those spare quads in the hands out and yeh do something with them then you're cookin'.
Um... just had another look, pretty much the same with the hands but for the underbelly thing.
You'll probs make it look sexy when its done though.
Re: The Studio Quick-Crit Thread
Legs are wider in the ref.
Shell is to wide, it needs to be a little skinnier (height is fine)
Nose is to pointy
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Malloy
Looks shit. Poly waste. Your reference render model has a high probabilty of being professionaly designed so probably doesnt clip due to the modeller's apprehensive knowledge of the rigging requirements.
The hands have like a stupid amount of uneeded quads which results in poly wastage. Also in the reference image the hands bulge out and yours are flat... might wanna correct that. Maybe drag a few of those spare quads in the hands out and yeh do something with them then you're cookin'.
Um... just had another look, pretty much the same with the hands but for the underbelly thing.
You'll probs make it look sexy when its done though.
this is funny because you seem to not even notice that he made this with nurbs/sub-D, and did it very poorly too.
not saying you're not right on all accounts, i'm just saying you're a parrot.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
neuro
this is funny because you seem to not even notice that he made this with nurbs/sub-D, and did it very poorly too.
Not nurbs or subD. I used polys, hit the 3 key in maya to see a smoothed view of the polys with the same low res wireframe stretched across it. That's why the wire looked funny.
http://img192.imageshack.us/img192/1...paheadhigh.jpg
http://img193.imageshack.us/img193/3...opaheadlow.jpg
http://img15.imageshack.us/img15/370...aheadwires.jpg
I brought it all together. Ignore the weird texture issues around the eyes in the highres image.
I also moved the arms/legs and thickened the white rim on the shell, the arms, and the legs.
E: also, Malloy, it was 344 polys before I brought it together, it's 405 after. Part of the reason to just stab things together is to save polys.
Re: The Studio Quick-Crit Thread
Lol, that's the same thing as SubD if I'm not mistaken.
Re: The Studio Quick-Crit Thread
Llama just add a Meshsmooth modifier then render. stop with the screen caps.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
DOMINATOR
Llama just add a Meshsmooth modifier then render. stop with the screen caps.
maya doesnt have modifiers..
Quote:
Originally Posted by
flyinrooster
Lol, that's the same thing as SubD if I'm not mistaken.
yup
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
Malloy
Looks shit. Poly waste. Your reference render model has a high probabilty of being professionaly designed so probably doesnt clip due to the modeller's apprehensive knowledge of the rigging requirements.
The hands have like a stupid amount of uneeded quads which results in poly wastage. Also in the reference image the hands bulge out and yours are flat... might wanna correct that. Maybe drag a few of those spare quads in the hands out and yeh do something with them then you're cookin'.
Um... just had another look, pretty much the same with the hands but for the underbelly thing.
You'll probs make it look sexy when its done though.
You do realise that floating or intersecting geometry actually saves polies? And that as ugly as it can look at times, it's actually quite commonly used to good effect?
Yes, it's a sub-d model, so intersecting is bad. But complaining about poly waste on a sub-d model is a totally moot point, and if it wasn't sub-d, there'd be no real issues with intersecting geometry.
Re: The Studio Quick-Crit Thread
The 3 key in maya is a smooth preview, it doesn't alter the geometry at all other than smoothing it temporarily for you to look at and play with. If you hit 1 it goes back to the main low res poly view. In Maya 2008 they expanded the 3 key's functionality from nurbs/subd to Polys as well so you can see what your model will look like smoothed.
I use the screen caps rather than rendering because if I render it then I have to fuck with lighting and render settings which isn't worth the restrictions it gives you for something like this situation. (to render an accurate wireframe view in Maya you have to take a UV snapshot of your model, and then apply that as a texture.... OR you can hit printscreen while the model is selected.... I'm a fan of the later)
Re: The Studio Quick-Crit Thread
Alright, so it's a temporary sub-d then, in which case intersecting geo is quite fine for the LP product.