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Modeling/Art non-related to Amnesia / SOMA - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Off-Topic (https://www.frictionalgames.com/forum/forum-16.html) +--- Thread: Modeling/Art non-related to Amnesia / SOMA (/thread-26059.html) Pages:
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RE: Modeling/Art non-related to Amnesia - WALP - 11-22-2013 (11-22-2013, 07:32 AM)Juras Wrote:"http://cgcookie.com/blender/2011/12/12/blender-introduction-to-character-rigging/"(11-22-2013, 03:35 AM)Rapture Wrote: yep thats it RE: Modeling/Art non-related to Amnesia - Traggey - 11-22-2013 Very early into the sculpting process, but it's starting to come along. ![]() RE: Modeling/Art non-related to Amnesia - The chaser - 11-22-2013 (11-22-2013, 01:37 PM)Traggey Wrote: Very early into the sculpting process, but it's starting to come along. You are the pro here, but it's legs look weird... when the boots start, concretely. It looks like the leg is bent in a wrong way, at least to me 0_0 RE: Modeling/Art non-related to Amnesia - Rapture - 11-22-2013 (11-22-2013, 01:37 PM)Traggey Wrote: Very early into the sculpting process, but it's starting to come along.Is that Link? (11-22-2013, 07:32 AM)Juras Wrote: Looks pretty good! May I ask you what kind of character you're trying to make and what program you use? Also I noticed your sculpt has some "muddy" shapes like on the right bicep which tells me that you started sculpting on a high subdivision level which I don't recommend. Instead try starting from lowest subdivision levels and work your way up with the subdivision levels, it will result a much cleaner and nicer sculpt in the endI am using Blender, I prefer to use the Dynamic Topology (I did kind of start at a higher subdivision because of it) tool because I can make holes and build up whacky things without first making it from a Base-mesh or tweaking it a lot in half way of sculpting. (Like if I wanted to add in a hole his chest or give him some extra arms or get rid of a finger) What do you mean by "muddy" exactly? RE: Modeling/Art non-related to Amnesia - Acies - 11-22-2013 (11-22-2013, 05:25 PM)Rapture Wrote:It needs a lot more work, but I'm not one to poke and prod at people's sculpting skills - since I cannot sculpt for the life of me. Creating a realistic person is extremely hard - because one has to have good anatomy knowledge (bone structure, muscle structure etc.). There is also the fact that an attempt at creating something 'too realistic' will look wierd/horrifying, whereas stylizing is used to help rid of that.(11-22-2013, 07:32 AM)Juras Wrote: Looks pretty good! May I ask you what kind of character you're trying to make and what program you use? Also I noticed your sculpt has some "muddy" shapes like on the right bicep which tells me that you started sculpting on a high subdivision level which I don't recommend. Instead try starting from lowest subdivision levels and work your way up with the subdivision levels, it will result a much cleaner and nicer sculpt in the end As for 'muddy' I think that he's referring to the fact that unless one is precise in the creation of shapes it can be as if the model look sculpted of clay. RE: Modeling/Art non-related to Amnesia - Juras - 11-22-2013 (11-22-2013, 05:25 PM)Rapture Wrote:Quote:Is that Link?I am using Blender, I prefer to use the Dynamic Topology (I did kind of start at a higher subdivision because of it) tool because I can make holes and build up whacky things without first making it from a Base-mesh or tweaking it a lot in half way of sculpting. (Like if I wanted to add in a hole his chest or give him some extra arms or get rid of a finger) As Acies explained. Basically if you start on high subdivision level there are alot more polygons which kind of restricts you on defining the big shapes leading to a sculpt with unclean shapes and small bumps, "muddy". That's why I recommend to start on lowest levels, define the big shapes and work your way subdividing up to the smallest details, that way you get a nice and clean sculpt in the end ![]() RE: Modeling/Art non-related to Amnesia - Traggey - 11-22-2013 Uuuuupdait! ![]() RE: Modeling/Art non-related to Amnesia - The chaser - 11-22-2013 (11-22-2013, 10:04 PM)Traggey Wrote: Uuuuupdait! How did you make the texture? I'm trying to get better at texturing, but I fail all the times... an explanation from someone like you will help me ![]() RE: Modeling/Art non-related to Amnesia - Traggey - 11-22-2013 There is no texture yet, it's all just flat colours and my sculpting. RE: Modeling/Art non-related to Amnesia - Statyk - 11-23-2013 Why not just make a thread for your livestreaming? |