Author Topic: While I Was Away  (Read 1750 times)

AendarCallenlasse

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While I Was Away
« on: December 11, 2002, 04:41:57 am »
  Well just thought I\'d let you know, my time hasn\'t been totally wasted....heh...well....

   Anyway I\'ve been trying my hand at character design, so I thought I\'d show these I\'ve done...

Some Body Shots  

Some Head Shots  


  A few others I\'ve done....



   I\'m also currently working on one for Aelya but I\'ll keep that one a secret until its finished....

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Princess Aelya

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« Reply #1 on: December 11, 2002, 06:32:18 am »
the body shots look real good. the head shot on the left is a bit... blocky. the other one is fine though. The littlestick with a blade on the edge looks good to. but what is that thing next to it? is it a tower or something?

cant wait till finish that logo is finished aendar. no rush though. remember, there is no deadline so take all the time you need.
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Fiere

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« Reply #2 on: December 11, 2002, 11:02:44 pm »
Good work Aendar! I like the scythe ;)

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YanRK

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« Reply #3 on: December 12, 2002, 02:48:24 pm »
Hi Aendar!
They look realy cool!

TheGeneral

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« Reply #4 on: December 13, 2002, 11:19:49 pm »
Yeah, Wb Aendar, in a way....
The body shots look inpressive, congrats. :]

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AendarCallenlasse

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« Reply #5 on: December 14, 2002, 12:49:26 am »
lol ya I guess I\'m back...dun dun dun...just been reasonably busy lately and all.  Got some more models in the process as well.  Besides Aelya\'s I\'m also working on a model of Angband ((Morgoth\'s fortress in The Silmarillion)) as I see it.

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Cyonamie

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« Reply #6 on: December 14, 2002, 01:46:22 am »
Aendar, what program u use? cinema 4d? nice shots too, a nice skin texture would make the face look less blocky =)


AendarCallenlasse

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« Reply #7 on: December 14, 2002, 05:54:35 am »
Nope, Blender.  Its a fairly low grade prog and not very advanced.  I tried switching over to 3d max but I find Blender very easy to use.  Its not very user friendly but you get used to it.  I might make a switch over to 3d max because there are a bunch of features that Blender can\'t handle.

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Elentor

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« Reply #8 on: December 14, 2002, 12:55:23 pm »
The pics reminded me a lot of Cinema 4D too  8)
Great job. Now try low-polygon models.

AendarCallenlasse

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« Reply #9 on: December 14, 2002, 11:54:22 pm »
Low Polygon....What is this you speak of?

lol right now my models are for show, so they are pretty lengthy.  I will need to down grade them if I ever want to model for a game

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Bigfoot

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« Reply #10 on: December 16, 2002, 09:43:49 am »
Blender has a paint mesh deformer modifier?... dont know the real term.

now for teh critque...

for teh body, granted work in progress but here are teh pointers. The upper chest (pecks? i dont know muscle group names) is to flat curve it some same with the edge along those muscles that link to teh collar bone and the under edge that links tot eh ribs and the diaphrame arch... teh horse shoe depression at teh base of teh sternum.

the abs should be wider id make them 150% wider, and humans have 8 abdominal muscles, six that are usualy visable then teh often undeveloped pair that are longer that go right down to top of teh groin. also you will want to S curve the back of that torso some and enlarge the upper backs mass, that part of teh body is one of teh main defining forms of teh male body large shoulders, neck and upper body in general.  along the sides running from the under arm down to teh pelvis are a set of long strong muscles.

also remember that the entire shoulder yoke of the upper body muscle group is one sortta unit. your chest muscles are linked to teh muscles of the shouder. best thing you can do is to find either a medical journal that has a diagramme of all teh muscle groups of teh body (they dont have to be all visable, infact its best not to have olympian style people since that just looks so impossable it aint funny  :] ).

teh face aint to bad, only jsut started however make sure to work on only hal a face then mirror clone it and weld teh 2 halves together saves alot of time. im assuming your modeling it by moveing verts around?... can get tricky if blender has a soft selection feature that will help alot. best way to model any organics is with subdivision modeling, basicly you make a low poly mesh made up of quads with the edges following a constant flow and contour pattern similar to the way teh muscles lay under neath teh skin, where by after wards you apply a meshsmooth or its similar and get a higher more refined mesh afterwards for alot less work.

heres a good if littel technical over view of it...

http://maxrovat.sns.hu/subdiv/

and this guys work is realy good ^^

http://maxrovat.sns.hu/subdiv/

and dont forget to check out his animated gif section...

the halaberd aint bad however it doesnt give an impression of strength, imagine it as a real object and pretend to swing it... chances are it would snap from its first blow. Design and make your models as though they could be of use in there intended role in reality no matter how fansifull you want them.

the tower(?) err ill pass on that one  ;)

over all not a bad start.

Holy_spike

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« Reply #11 on: December 19, 2002, 06:10:46 am »
wow, didnt know there was that much in designing a body for a character.... i guess u do need anatomy for this, but isnt this a fantasy game and non are human?  that might be worth something heh.  Just needed to throw that out there, sry if it offends.

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Vengeance

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« Reply #12 on: December 19, 2002, 06:48:00 am »
If you don\'t use \"real\" anatomy as a basis for your models, they don\'t look fantasy-ish and foreign--they just look stupid and amateurish.

You have to know the anatomical rules in order to know how to bend them... :-)

Nice feedback Bigfoot.  It will help the spectators and sword-makers out there understand what really goes into those models, and maybe they\'ll think before they say something like \"That dwarf sucks\".

Just a thought, :-)

- V

Holy_spike

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« Reply #13 on: December 19, 2002, 06:50:08 am »
Hmmm.... never thought of it that way.  I guess your right, unless the creature your making is some alien from outer space ;) .

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AendarCallenlasse

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« Reply #14 on: December 19, 2002, 08:19:23 pm »
Yeah thanks for the feedback Big.  It was my first atempt at trying character modelling so yeah...lol.  I think I\'m gonna concentrate on what I do best....buildings and landscapes.  I\'m working in 3ds now too so I\'m getting a hang of using it.  And I will say this...it blows Blender out of the water.

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