Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 16 28-03-2007 , 02:32 AM
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Seriously, If you cant take the pressure from this thread, Then how do you expect to take the pressure form the 'real world' of 3d graphics?..

I don't apreciate being called a follower either way, I honestly said i don't do organic, I make an organic model, probably wouldn tlook too much better then what you ahve there at this point, Ask Jay or anyone, they'll vouch for that, they have ssen my Crap; But i will still say what i say, Blunt as i feel, No reason to toss powdered sugar on it like Jay said, You mad?..Use it... Get mad at us, don't gripe about what we've said, Come back with you rnext project and make us eat our words..

G


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# 17 28-03-2007 , 06:21 AM
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I've recently been getting into organic modeling, and its a hard task, the comments you are getting are constructive, there telling you to look at your proportions and tweek to match reference, as I said you can have a model that fits the front and side references bit in the perspective view dosent look right, this is where you have to use your artistic abitities to get it looking right.

I thought that this was constructive crit????

End of the day it's up to you to either take the crit and use it or to carry on with what your doing.

As for me siding with Jay its because from looking at your model that you posted for Comments for improvements, Jays about the proprotions were right, and what I would have suggested you do.


"No pressure, no diamonds" Thomas Carlyle
# 18 29-03-2007 , 12:28 PM
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To gster,
your right and are being fair.

The reason I said nothing constructive is that "the propotions are wrong" leaves me nothing to work with. Wrong how? The knees?, mabey the arms. As I've said I did endless hours tweaking the thing to heidi klum, I have no idea how the proportions are off. Now with my position being that the wrong proportions comment seems more judgment than help. Help tells you whats wrong not that theres something wrong and nothing else. I won't waste my time looking at more photo refence when I thought I had it perfect unless someone will tell me whats worng, some adivce. Telling me to start over is frustrating in itself. I may have taken the advice not to do organic modeling and the advice to start over much better if someone had said something indicative of whats wrong. As far as she's ugly, I'll bet she'd win an ugly contest right now, shes low poly no texture and defently not normal maped. Until something is done about at least one of the next steps in the process my model and I would assume anyones would look like crap in the asstetics department. All she is right now is a rough shape. Rough shapes aren't pretty. That kind off comment would be perfect crit if this were anywhere near done but for the first post of a WIP... Half done things do not look good. If the people who made their comments about how generally bad she is would refine what they said it would be a great deal of help I'm new and she's bad I know. Point is if you wont say anything other than its worng I'm left with a goose chase that could miss the problem and lead me to a poorer modle. I'd really like to hear whats wrong with the mesh That was a lot of poly tweaking to get it into quads for smoothing, however with all the differnt ways you can model the best profesional advice I've heard was to do what you want and ignore methode so long as it works, this advice came with a model sone with ngons and tris whever and terminating edgeloops, end result was a modle that deformed perfect. I'll link the posts if poeple are interested. Anyway whats wrong with the mesh that it would take too long to fix? ....Whats so wrong with my model to make you say start over and not tell me anything about the issues. I'm not goning on some goose chase for your proportions and the meshs are a matter of prefernce so what could be so horably wrong especially when shes going to be smoothed and detialed. I think I already mentioned but shes smooths out great not a single pinch or wrinkle. It was quite the amount of work to fix the mesh for smoothing. Later.


***Edit***
Presure doesn't bother me, only when people do thinks against my grain such as sending me one two seperate goose chases one for proportion and one for mesh, do I get bothered. Its more a matter of principles and how I'm treated. Say what you will but just say it right. I'm not all wrong here, I have a valid point.

***Edit2***
Does she need to have more of a cross shape to her? I say someone elses model a moment ago and it really has a cross shape, mine doesn't????


Last edited by wokendreams; 29-03-2007 at 12:56 PM.
# 19 29-03-2007 , 01:13 PM
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Okay great, you're back, without further ado...

Now without wrapping you in cotton wool, the first thing I suggest
is that you post your image and that of heidi klum side by side. This way we can mark out the areas that need specific changes. Notably the proportions are out ie: meaning: sizes/proportions. Also the mesh for the face is far to dense you need to work the work the the object at the lowest possible level before even thinking about adding geometry and proceeding. You may find things hard to accept, but please do not think you have it sussed, as you seemed to say in your earlier post about your topo, but modeling a 3d human is without doubt one of the hardest things to do in CG.

I feel theres a case of 'not seeing the wood for the trees' coming through here, which I will state can be a case for ALL of us, pro or otherwise.

Study anatomy and just people in general around you, a person might be large or skinny but the proprtion sizes will always remain pretty much the same.

One last thing, how old are you, if you are a newbie? young or old type newbie?

Jay

# 20 29-03-2007 , 01:59 PM
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i think he's high school kid.

i have to agree with he reference thing, just get lots and lots of porno mags;
soft, hardcore, mediocre-core, its all good.
at some point i guess you can use them as reference too if you feel like.
thats what i did. get lots and lots of pr0n, and i mean lots. user added image

look at me now... i still have never modeled a female character yet... but im getting to it. just need more refs user added image

chill man, dont post if you cant take the criticism.
and remember lots and lots of pr0n.

# 21 29-03-2007 , 03:03 PM
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I'm 18. I began modeling a year ago. I must have screwed up somewhere w/ the old refernces, .... I think asside from the hips the upper chest has been extended but thats easier to so in the side view. Thanks for looking this over.

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# 22 29-03-2007 , 03:04 PM
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Man that first image is hard to put up after defending it. Oh well live and learn. Side view user added image

***I do like her breast size though***:bandit:

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# 23 29-03-2007 , 03:25 PM
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I'm actually really feeling better about her after screwing with the hips and lowering the head neck and upper chest. Thanks dude. I'll post the edit tonight I'm not finished it and have to work. Anyway can't wait to see what you can find to fix.

# 24 29-03-2007 , 03:28 PM
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Vlad: Same here LOL!!

WokenDream: Side by side would have been better as I said, and in shaded with wire frame, we can still tell the props overall. Its a bit confusing with it overlaid like this

Breast size isnt a worry as thats a preference anyway with regards to this stuff, but needless to say I still think youve got too much geo right now. If necessary start over from scratch, blocking out in a very basic a T pose should take you about 10mins...its up to you, you said it was a portfolio piece, so Id really make an effort if thats the case.

otherwise it needs a real good tweak with lattices etc to get those shapes and forms looking right. As a rule, dont make the chest area wider than the hips.

Im glad you can see the offending areas now!!

_J

# 25 29-03-2007 , 03:37 PM
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You guys are making the "gathering the references" better and better! LOL!!!

Wokendreams, from your ref's there in set poses that will influcence the overal body look, think moving the arms up (which you have to a degree) again try to gather as much ref as possible, in the pose that your modeling and then go frome there, as long as youve got the basic look overall then a tweek on the body will bring it into placa, have a look at THX's challence entry for some Ideas on the arms should point you in the right direction (OI THX IF YOUR LOOKING AT THIS POST YOUR MODEL IN THE TOPOLOGY THREAD)

Keep posting your progress man!


"No pressure, no diamonds" Thomas Carlyle
# 26 29-03-2007 , 03:52 PM
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<---has PLEANTY of female reference..Heh

body wise, as has been said by yourself, Tweak the hips out, wider.. get that Hour glass shape going.. On the face, when you get around to that. Don't expect anythign other then That rocks, or That sucks form me, cant do them for hell myself,
I'll be looking for hte updated post, se if there is anything else i can add.
G


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# 27 31-03-2007 , 08:24 AM
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Funny how a weekend night turns into a weekend. Anway I think I understand how you wanted to see her. The hips are wider more womanly, the breasts are round now not octagons, the upper body is shorted and narowed, the head is gone, and the arms are being tweaked. Anyway the mesh is presty usable and has very few ngons tris and guads only. It works for me so for now I'll try and fix it. Its only taken a couple hours to serousley rework. I'll keep updating. Thanks for your help. Also how do I work on one side and have maya miror what I do to the other side, Mirror Object takes to much time and makes life difficult.

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# 28 31-03-2007 , 08:41 AM
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Looking a lot better already mate. See taking crits isn't that painful when you realise the benefits of listening to them user added image

For mirroring, your best bet is the duplicate special command. Use the option box to define the duplicated half as an 'instance' instead of 'copy'. When you change the verts/normals etc on one (either), it will mirror it on the other. Hope you get me, but if not shout and i'll post images.

# 29 31-03-2007 , 08:50 AM
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***edit*** I found the option box. I'm confused though and the web and help files aren't helping. Do a highlight half th object? What gets selected to do this and do I use a whole object to start or half? Is there a short tutorial I couldn't find or something?

Thanks


Last edited by wokendreams; 31-03-2007 at 09:18 AM.
# 30 31-03-2007 , 01:01 PM
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Hmm the best way i can describe from the last pic you posted is to delete half of the faces in the direction you want to mirror - in your case you want to cut from the front view right down the middle. With that done, select the remaining object (I'm assuming its one peice of geometry), and set the pivot exactly down the line you want mirrored (press insert to toggle pivot mode).

With the object selected, Edit > Duplicate Special > Option box. As stated before, it'll then just need to be instanced and scaled -1 in X or Z depending on which direction you've modelled in. The boxes aren't labelled but they all go X > Y > Z. Hopefully thats clear, let me know if you have problems.

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