can u upload a screen where i will able to see the hands and the whole body? I see the arms are now little bit longer but i cant see the hands Announcement
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No problem, i can help if i can and if i know the problem. It looks nice, more natural. One week or two and you will be able to work for ID software
can u upload a screen where i will able to see the hands and the whole body? I see the arms are now little bit longer but i cant see the hands
I think the model is now perfect! One thing you need is to place a extra(where the 3 finger are together) bump map on your hands model and it will look great!
Last edited by Sza; 02-24-2014, 04:16 PM.
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The hand have same size as a human face (front side). The width have size of a half (litlle bit more) head (front side) and the lenght will be from the forehead (the top of the finger) to the chin (the bottom of the hand). Put your hand on your face just like i said and look in the mirror
May be it will help you a little bit. I think its the best logic solution to make ralistic size of the hands.
@your model: the hands should be litlle bit smaller and the arms litlle bit longer. The bottom of a hand should be on the same level as the balls(
).

Last edited by Sza; 02-24-2014, 03:20 PM.
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I realized what is weird about the lower body (well, at least one main thing). His hips are too low and connected all wrong. I had the top of the buttocks leading up to the hip and around to the front. By just taking a minute to feel around on my own body, I realized that the hip gets wrapped from just above the butt and there is a bigger dead space between the top of the leg and just under the hip.
Basically the whole model needs to be split in half on the loop just under the hip bone, the torso moved up some and an entire face loop added in the new empty space, that was created in separation. This will also add a perfect loop for where most people wear their belt.
I can envision this in my head (when staring at my last image) and the legs are still gonna look weird, but I can't figure out what's wrong with them. You would think it's simple - thigh, knee, calf - whats so hard about that? Well, I don't know what's so hard about it, but if I ever figure it out I will make it look better.
I also need to make the hands a hell of a lot smaller... but I already knew that, they aren't even complete yet though, so I am not really worried about proportion at the moment.
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I worked the model backwards through all the extra detail down to more of a base mesh. I obviously added a head and made a ton of proportional adjustments. I also deleted the other hand and made a mitten with an unfinished thumb.
Summin weird about the legs that I haven't figured out yet. ...maybe it's just because it looks like he is wearing fruit of the looms and boots. Possibly, textured legs wouldn't look so weird.

This is going to be the last update for a while. I need to get back to my real project. I will revisit this the next time I need a break from programming
@sza - I just made up a hand with a trigger finger. I know it looks like shit. I was sort of chasing my tail on that. My thumb method was really poor.Last edited by MadGypsy; 02-18-2014, 11:46 AM.
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Nice details. Have you used d3 hands? The human modells in d3 having the same hand shape.
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I modeled in the hands but they aren't right. I'm going to do them over.

I made a bunch of other tweaks:
1) redefined the legs
2) added a shirt
3) lowered the neckline
4) shortened the arms
5) minor adjustments to the coat (especially the collar and where the coat falls on his hips)
For this entire model, all the way back to the boot base mesh, I haven't used a single reference, not even simply checking out some external image. I did look at my own ankles once... that's it.
My method is to focus on topology for basic shapes that highly resemble the final intended shape. I don't like drawings of stuff hanging around in the background while I work. I also don't need a drawing to guide me on how to make the shape of (ex) a foot. I know what a foot is shaped like. So, I just get a close shape and worry about edge flow. Once the edge flow is determined I tweak the overall shape into something more refined. Then I go back and work on proportions.
In my opinion you can relax a bit when doing it this way. It doesn't matter if the arms are too long or the legs are fat. What matters is that the edge flow for those things is correct. From there you can easily do some scaling/grabbing/rotating to properly align/proportion your model.
I have another "philosophy" about my method though. Chances are high that if I used a reference image, it would be one that I drew. If you go in edge mode in blender and erase the concept of "3d" from your perception, you are basically just drawing the same lines. In other words, I could draw the reference or I could just draw the whole model. In what situation am I not manipulating lines to create a shape or effect? If I can draw it on paper, why can't I just draw it right there in blender?
In my personal opinion reference material is only good for things you don't understand. Any on you could draw a "foot", whereas the realistic flow of cloth is quite a bit more complex.
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Latest progress on my "boot". It needs some tweaking but it's coming along. It's supposed to be wearing baggy pants and shirt that are common among pirates and the wrists will be textured to look like they are wrapped



Hmmm, I never really looked at the top view from a full "pan". Looks like I have some issues in the forearm area... I think I just need to grab some edges where the shirt meets the wrap and rotate on the z axis a bit.Last edited by MadGypsy; 02-15-2014, 07:37 AM.
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it kinda looks like a templer knight. i don't think there is a upgrade for the knight you should make it!
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Y'all are free to critique this, btw. I'm just wasting time, modeling this more for the hell of it than any actual purpose. If there is something you would like to see me do or change about any of this, just say so.
Also, if you want a copy of the actual pirate boots model, just say so and I'll throw up a link. I didn't bother posting a link cause the pirate version was only supposed to be an example of how my base mesh could be easily customized to make something more dramatic, but if anyone wants/needs it, they may have/use it.
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Well, I'm satisfied. I was exactly trying to make pirate boots and I never told any of you that, so I must have succeeded (considering you just called them that flat out). Put the buckle on the front and it's Santa Claus boots.Nice pirate shoes
I woke up and my computer was acting like shit, so I just spent an hour+ restoring the thing. When I went to start working on my model, it seems I am a couple/few saves behind where I was. That's ok though. That smock thing I was modeling doesn't go with the boots anyway. Imma start over with just boots and unconnected legs (unconnected as in not connected by a taint)
EDIT: Lol, I keep tricking myself, what I'm about to say kept happening to me yesterday too. I'm viewing the images that I posted here at full screen... just staring and thinking about the topology. I eventually press my middle mouse and I'm like "WTF, why wont you rotate!", then I realize I'm not in blender I'm just looking at pictures.
woofLast edited by MadGypsy; 02-12-2014, 11:58 AM.
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