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Messages - $imon

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Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: October 09, 2013, 07:28:19 pm »
Hey Raxx,

It is good to finish this stage and move on..

I've made some adjustments to Lionel, see attachment.. The feet are still a bit of an issue, but maybe it's sufficient to pose.

I'll make some grass strands .. not good with trees. Crashdrive, I liked the one you made, maybe you can make another bigger one to use? Raxx, the one you made was cool as well.. but my an8 crashed when I tried to move it!  :P

Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: October 08, 2013, 08:28:24 pm »
Nice, Crashdrive. Looking good!

Sorry I haven't been around in a while.. Wasn't feeling too good

I've put all the finished items together in a file , see attachment.
Crashdrive, your file didn't include the flamingo's and tree unfortunately.

The file might be too big too attach? not sure.. it's not working, so I uploaded it to here:
Edit: see later versions of the file below

General Anim8or Forum / Re: Object editor - face colour
« on: August 21, 2013, 11:45:11 am »
It's hard to see from this angle, it could be some geometry that's messed up, or an inverted normal..

maybe if you post the model we can try to fix it.

Hey man - mooi gedaan!

I really like the short, awesome project and it's a great result.
I especially enjoyed the cinematography and the visual style of the short!

Congrats on receiving your degree!

Finished Works and Works in Progress / Re: Joan of Arc
« on: August 17, 2013, 07:42:34 pm »
Thats good advice, dwsel .. it is important to see where there are creases or bumps, they can unnoticeably get in the way of the overall look.

I have a few more suggestions based on the side-view of the model you've posted.

First off is the shape of the head from the side. I don't know what reference you're using, and I am by no means any expert on anatomy, but I think it might need some more volume in the back of the skull, the head seems a bit too thin (see red line for a suggestion - by no means is it the correct curve for the skull)

Another thing is that you're still in the phase of blocking out the general proportions and shape, I don't think it's necessary for you to start over, the wireframe is pretty decent. But I would simplify it a bit so it is easier to change the shape (by dragging just a few polies instead of having to adjust a whole bunch). I've highlighted a few edge loops that you could get rid of without having to lose much information. You can just move the loops around it a bit to fill in the space.

You also might want to fix the area under the head (green line) to get rid of any n-gons or triangles; just continue the green line to the back of the head.

You're doing good with picking up advice - it's the best way to learn. As far as your goals go; the FF models are totally awesome and if you can get to that level you can model any kind of realism you want.

All this talk of head modeling makes me want to improve my skills with it haha - but I've got too many other things on my plate right now ;)

Finished Works and Works in Progress / Re: Joan of Arc
« on: August 16, 2013, 11:44:48 am »
Hey KyleSan, good update, there! the edge looping itself looks good now. I think that the shape is still a bit awkward because of her cheeks/chin. You might want to go back and fleshen out the cheekbones a bit (see this image )

She just looks like she didnt have enough to eat for a while ;)

For the facial hair I wouldn't recommend using a bumpmap. It is not sufficient to give enough detail for an acceptable eyebrow. Either just paint it on, or try to model it. (you can also use Raxx' PHUR plugin , but that's a more realistic approach)

Finished Works and Works in Progress / Re: nasty tris and happy quads
« on: August 16, 2013, 11:37:48 am »

kreator posted the link to the joan of arc tutorial that KyleSan was using. It is very useful for seeing how to model a face step by step.

The bigger issue with your model is that most lines on the face run either horizontally or vertically through the mesh, like a grid on top of the face. The idea of edge loops in face modeling is that certain areas of the face 'belong' together, and are modeled centered around that part of the face.

Here is an image that helped me a lot:

The different color codes show the different 'parts' of the face that belong together. Around these parts you model a few (as many as necessary to get the detail you want) infinite loops of polies, see the second image.

I would suggest starting over with your face model ( I know it's a lot of work, but worth it  ;)  ) and if you want follow the joan of arc tutorial, and see how it relates to the image above.

Good luck!

Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: August 16, 2013, 10:38:47 am »
Lookin' good , crashdrive!

sorry I've been working on a different project in the meantime, and I think the forum going offline for a few days didnt help either ;)

The lizard might need a finishing touch still, I'll have a look at that maybe.

Then it's over to texturing? (the house is mostly done of course, but for the other objects ;)  )

Finished Works and Works in Progress / Re: Joan of Arc
« on: August 05, 2013, 07:26:58 pm »
Hello KyleSan,

Good to see you're taking on a new level of modeling, the Joan of Arc tutorial is a classic, and still great for learning the basics of edge looping.

As far as the model goes that you've posted here, the shapes look nice; her body is a little disproportionate in places, but the tutorial doesn't really go for realism in that sense. You could round out the arms and legs a bit more, they appear a bit square in places.

I've also posted some suggestions for your edgelooping (see attachment)
As I'm sure the tutorial stressed, it is important to keep all polies squared, you don't want any triangles or pentagonal shapes. I marked these areas in red in the image, and proposed a fix on the right; this usually means either adding a loop, 'closing' two loops together, or in this case connecting loops from one triangle to another.
Make sure to check your whole model for triangles or other weird shaped polygons and try to get rid of them smartly (usually it is good to delete a loop rather than adding one; use the least amount of points as necessary to create the shape you need.)

Also make sure that all the loops around an animatable area are full loops. This means that around the eyes every loop should go all the way around the eye and connect to itself. Have another look at the areas in the blue circles and the outside corners of the eyes.

Good attempt, and I hope you can keep learning; it's a fun stage in 3d modeling because it improves your models hugely.

Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: August 04, 2013, 05:06:38 pm »
Crashdrive, I know how you feel.. Especially when modeling loosely from a picture or one image, interpreting details can be difficult. Usually I come back and remodel parts a few times until it fits ;)

Here a different interpretation for the car, no need to use it in the picture of course, just was messing around. (Quick render)

Finished Works and Works in Progress / Re: Cars in progress
« on: July 26, 2013, 12:13:04 pm »
Good job, jaguar42l!

The detailing is great on the last one, that mustve been a lot of work to figure out (unless you own the car of course ;)  )

One thing that does stand out is that the smoothing on the panels doesn't come out too well. I can't judge on the third one, it's all black so hard to make out, but the first two cars dont seem too smooth. This is probably because it is a mesh without subdivisions. If you want to improve the jagged edges and smooth the car out, have a look at subdivision modeling.

Also, the environment takes a bit away from the models. I would suggest either putting them in a studio environment or make a more detailed environment than just a few panels with photo's on them.

Good work though, especially the third car is impressive.

Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: July 26, 2013, 10:25:36 am »
Looking great, CrashDrive! I like the details and the plants :P

I've finished my car model. Don't have time to do any work on the interior. If anyone feels like it, you can pick it up! Otherwise I'll have a look at it when I'm back in a week and a half or so..

edit: hmmm can't attach anything because the 'upload folder is full'. Will try again later to upload the file. For now, you can download it here:

Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: July 22, 2013, 04:40:03 pm »
Thanks for the adjustments, Crashdrive. Not sure if the car will be in the garage or on the driveway in the final image, but it will at least look possible to fit it in ;)

Just to show I am working on this, a wip on the car so far. Still have a bit of modeling to do (most of the window sections, wheels, ornaments, and inside a bit.

I'll get it done in a day or two maybe . I have to try before friday; because I'm leaving for a week.

Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: July 20, 2013, 10:28:40 pm »
Thanks Crashdrive.. the car I'm making (Chevrolet Bel Air) is apparently 16' 5" by 6' 7" .

The width should fit just about.. couldn't hurt to add a foot or two for easier entry maybe.

Depth-wise it will need some more space I think. It looks about 13 feet deep at the moment. If you add a car and some space to walk around it, I think it might need another 10 feet for a good fit.

Liking the house! Nice stuff.

Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: July 20, 2013, 06:29:13 pm »
Good stuff guys, I like how the models are coming along!

Crashdrive: if i could give you one more comment before you finish it; the garage door (in fact the whole garage) seems a bit small to fit a car in (especially the one im making haha) . If you compare it to the front door, two people could fit in it next to each other now, not quite a car though.

Unless you meant it as a shed moreso than a garage of course.
I like the look of the house though, good job!

- I'm way behind, time to step up a gear haha

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