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Thread: Quick-Crit 2008-2009

  1. #3821
    Senior Member Malloy's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Llama Juice View Post
    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.

  2. #3822
    The Child Pornographer Ki11a_FTW's Avatar
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    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

  3. #3823

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Malloy View Post
    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.
    Last edited by neuro; June 2nd, 2009 at 03:23 AM.

  4. #3824
    Hey there! Llama Juice's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by neuro View Post
    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.





    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.
    Last edited by Llama Juice; June 2nd, 2009 at 10:13 AM.

  5. #3825
    a bit of the old in-out Roostervier's Avatar
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    Re: The Studio Quick-Crit Thread

    Lol, that's the same thing as SubD if I'm not mistaken.

  6. #3826
    Senior Member DOMINATOR's Avatar
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    Re: The Studio Quick-Crit Thread

    Llama just add a Meshsmooth modifier then render. stop with the screen caps.

  7. #3827

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by DOMINATOR View Post
    Llama just add a Meshsmooth modifier then render. stop with the screen caps.
    maya doesnt have modifiers..

    Quote Originally Posted by flyinrooster View Post
    Lol, that's the same thing as SubD if I'm not mistaken.
    yup

  8. #3828
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Malloy View Post
    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.

  9. #3829
    Hey there! Llama Juice's Avatar
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    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)

  10. #3830
    GLORY TO ARSTOTZKA rossmum's Avatar
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    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.

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