Artwork > Anim8or Challenges

[ COMPLETE ]Challenge #13: D-D-D-DRAGON!

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Indian8or:

--- Quote from: Raxx on February 22, 2010, 07:08:28 am ---The difference between yours and ours, Indian8or, is that we don't have a suitable render to call "final". Yours may be only the head and wings, but there are elements in the scene that qualify it as a complete entry.

Personally, I was going to toss this render up right before the deadline, but I was doing a lot of other tasks while I was rendering and the whole computer choked. It's basically what I could pose from his left side of the body being rigged :P As you can see, the legs aren't complete and the wings were done shoddily, so I wasn't complaining.

Not sure why we're causing a great injustice :P We failed to finish in time and that's it.

--- End quote ---

No offence buddy.   By the word injustice, I just wanted to say that your entries, at whatever stages they are, would have taken these challenges to a new high as I personally liked them very much.  However, good job everyone.

rellik420:
mills: did you rig and pose that model? or did u just model it in the pose. if you posed it... how did u get it to wrinkle underneathe on the high hump?

raxx: u gonna finish that or what? even if u dont id still like to see a wire frame. im curious of how you modeled the muscular arms.

good luck to every1 who entered. and congradulations on seeing this through. win or lose you still got something accomplished.

Raxx:
Whoops, I did say I'd post a wireframe didn't I...yeah I'll be finishing it during my "free" free time.

Detailing makes for a messy mesh, especially when reinforcing edges everywhere :( Ignore the wings and unfinished areas, those'll be changing...

rellik420:
man i really have 2 revamp my modeling. i put way 2 many polies in my models 2 get the definitions im looking for. i think i need 2 simplify.

does the mesh really only need to be clean for rigging? like with what your actually going to move? i spend most of my time trying to get quads on everything, but with the looks of that it looks like "whatever works" works.

anyway thanks for the wireframe i think i learn the most by just looking at wireframes. great job

Raxx:

--- Quote ---does the mesh really only need to be clean for rigging?
--- End quote ---

Yes and no. If you don't intend on animating then whatever works will work. If you intend to animate then the basics of keeping quads and a higher concentration of edge loops around joints is what you have to keep in mind when modeling. If an area of a mesh you'll be animating won't be deforming, then you can cheat against the whole edge loops/quads-only deal and do what you want to make it work. But trying to get quads on everything is the way to go regardless, and making as many of them into useful edge loops as possible.

Now, with current technology it's easier to make a clean mesh with insane detail. Simply model a basic character without a lot of detail but with a good focus on edge loops and clean modeling, then zbrush all the details onto it. Bake the detailed version onto the clean version as a displacement map or normal map, and there you go. But with traditional modeling (what we do in Anim8or) it gets hard to have clean and detailed modeling.

Since originally I was only planning on posing the guy in a final render, I was making whatever works since I could get away with it. Now that I intend on animating it, I'll have to revisit all the areas of the mesh and make sure I've got it clean enough with proper edge loops. Right now my mesh is about 92% quads (though to be fair, a lot of the triangles are on the tips of the claws and horns and such), but most of the edge loops those quads make aren't "useful" edge loops that will aid in animation. For example, because I defined the muscles on the arm, if I select a loop of edges around where the elbow is, it won't go in a closed circle around the arm. Instead it follows up and around the shoulder or elsewhere.

But I intend to slack off a little because I have a high density of polygons on a subdivision mesh and therefore it'll deform the way I want even if it's a little sloppy :P For game models it's a bit more important to have edge loops and an efficient use of polygons since it'd be a lower density mesh.

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