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Author   Topic : "feeb... He's Not Just For 2D, Anymore. (Fantasy 3D Model I'm"
feebsaint
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Member #
Joined: 09 Jan 2001
Posts: 353
Location: West Valley City, Utah, USA

PostPosted: Fri Jun 22, 2001 12:13 pm     Reply with quote
I've kept shy from posting my 3D art here, since I'd rather be known as an illustrator/designer... but I just came from synj's forum, and learned we both use Animation Master... and posted something I've been working on, in it.

Then I thought, hell... since I've got the code from his board already typed in... I can copy/paste it here, and get people's opinions!

He's relatively low-poly, but I've decided he's a personal project, and deserves whatever number of polys ('patches' in Animation Master) it takes to make him as cool as possible. He's still in his early stages... the seam down his face is from a copy/paste/mirror that hasn't been welded together yet... also, no maps yet... but ideas, comments, and critiques are always appreciated!

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Hippie
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Joined: 01 Dec 2000
Posts: 129
Location: Nashville, TN America

PostPosted: Fri Jun 22, 2001 12:48 pm     Reply with quote
Looking good so far as I can see.

I have tried to do 3D in the past, but decided it wasn't for me.

Anywho.....I love the sketch can't wait to see you turn this into three dimensions.

You better keep us up to date on your progress, and just if you have time maybe give some ideas as to how you created this.

(Looking at 3D software just sitting in programs folder collecting dust........)

Keep up the great stuff man.
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smothered
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Joined: 11 Jun 2001
Posts: 31
Location: america - utah

PostPosted: Fri Jun 22, 2001 12:52 pm     Reply with quote
hey feebsaint, fellow utahn eh? I really like your site, yous a talented bro. It shows with this model of yours. Yeah, it's not perfect, but it's better than 90% of the heads people who can't draw try to do in 3d. Love the design.
The only thing I have to say is about the model. It seems as though his temples protrude where they should go in. His jaw corner is also indented. I think the sterno behind it is out a litte to far in relation. Like the hair, good idea. i dont' know, mabey his legs could be a little longer, so he could have more of a bounce in his walk. The way he is now, it seems like his walk would resemble someone pulling a handcart as opposed to someone ready to wield those weapons.

Keep us up on how he turns out! Fine work.

-k
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DarkStalker1
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Joined: 14 May 2001
Posts: 94
Location: Westlake,La.

PostPosted: Fri Jun 22, 2001 12:52 pm     Reply with quote
Great Start ! Hope it looks like the pic .
2D ,3D and can throw telephone poles ,Now that's a man there ! Keep posting .
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F.A.Z.222
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Joined: 20 Jun 2001
Posts: 4
Location: HK

PostPosted: Fri Jun 22, 2001 7:39 pm     Reply with quote
This is really nice Mike !

For the drawing, his waist looks strange to me ... I know he is really thin but ... perhaps his buttock ... hum well
And his feet/toes looks flat ...

For the 3D model, I agree for the jaw problem.
I can't wait to see it finished

Both drawing and 3D model looks great, and I was not waiting for less than this from you hehe
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nickmarksdotcom
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Joined: 17 Feb 2001
Posts: 244

PostPosted: Fri Jun 22, 2001 8:43 pm     Reply with quote
awesome modeling job.I am glad to see you are expanding your artistic horizons. Good work
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feebsaint
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Joined: 09 Jan 2001
Posts: 353
Location: West Valley City, Utah, USA

PostPosted: Fri Jun 22, 2001 9:21 pm     Reply with quote
Thanks for all the kind comments, fellas... I really appreciate them, and will take them all into acccount.

Concerning the comments about his jawbone and other skeletal structure, he's an alien creature... the jaw, actually, is something I was particularly proud of pulling off well in 3D... it goes in like that, cuz I wanted it to... same thing with the brow, etc.

Yep, he has flat feet... that and his small waist are testaments to him being not of this world. I draw so many 'normal' people, that I like to both bend and break the rules of what works for humankind. It's not that I'm defending all of the critiques, it's just that they kinda miss the mark, since they are anatomy fixes for a creature with no holds barred on anatomy. Make sense? Cool... moving on...

I was most intrigued by the comment about his arm/leg ratio making him seem more like a cart-puller than a weapon-wielder. I did think about his movements, but that never crossed my mind, while designing him. I'll go ahead & build him according to design, then see how well he animates. If I simply can't make it believeable, I'll compensate for those possible anatomicle flaws.

Don't hold back on telling me what you think... if something doesn't feel right, there's a good reason for it, and though I did make those designs intentional, I may very well change them, so that I don't alienate others (no pun intended).

Please keep the comments coming, if you have anything to say. I appreciate your time and input.
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NukleoN
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Joined: 11 May 2001
Posts: 236
Location: CA

PostPosted: Fri Jun 22, 2001 11:55 pm     Reply with quote
Feeb,

The drawing is excellent. Since the face is mostly covered with cloth, I put tons more detail in around the eyes..make them look weathered or give them lots more personality.

I don't imagine you would take the cloth off, so probably no need to emphasize areas that won't be seen other than for form.

Definitely work tons of detail into those eyes, like your drawing, since people will pretty much instantly search for the cretures eyes and then stare at them to get a 'read' on this thing's personality.

The hair seems way too thick, almost like tentacles or spaghetti, and I do like the raised areas where the hair comes out, but I think both the hair and follicles should be far more subtle.

This seems to have some Arabian influences, so I picture this creature being a sand dweller or living in a hot area, perhaps as part of a transitory band of Brigandes. make his eyes reflect the weathering that he might encounter, and perhaps get some cloth sims going.

Nice work so far tho...the details are what make it in 3D, in my opinion (in addition to having proper proportions and all the basics in place.

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feebsaint
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Member #
Joined: 09 Jan 2001
Posts: 353
Location: West Valley City, Utah, USA

PostPosted: Sun Jun 24, 2001 1:18 am     Reply with quote
NukleoN... thanks a ton, man... I'll make sure to take that advice on the eyes... detailing the hell out of them. I may very well model/map his face with detail too... if nothing else, for practice.

The hair is just as I like it. I appreciate the distaste you might have for it... but when I was creating it, I was going for true alien... the hair is more like a controllable limb, than 'normal' hair... so you'd see it flexing and moving about, like a pit of snakes, and accent his movement, instead of being a secondary motion to it. Imagine hair that coils, if you punch the dude in his stomach... or bleeds, if snipped.

Thanks for the C&C, man!
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Gecko
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Joined: 07 Mar 2000
Posts: 876
Location: Finland

PostPosted: Sun Jun 24, 2001 3:38 am     Reply with quote
nukleon, your advice is excellent.

feebsaint, i like the idea behind the living 'hair', maybe the strands could come in different sizes, or grouped more like in the drawing to form a mass instead of a mess.
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