Artwork > Finished Works and Works in Progress
Jellyfish
Modeler_in_the_Myst:
Maybe a bump map might help give some of the striations seen in the image attached to the original post. Other than that, my lack of experience leaves me with few suggestions.
$imon:
I like the jellyfish you've chosen to make - should look awesome :)
The concept looks really good too, but the start on the model might need some refinement. I think the tentacle-bases are sticking out too harshly pronounced. The whole surface I think could be a lot smoother ( see http://www.ecardmedia.eu/data/media/863/jelly%20fish%20sting%201.jpg )
I'm looking forward to seeing what you'll come up with.. I'm sure itll look awesome.
Still- I hope that the daunting task of animating it doesn't scare you off :D
have fun!
dwsel:
--- Quote from: Modeler_in_the_Myst on December 16, 2011, 07:58:25 pm ---Maybe a bump map might help give some of the striations seen in the image attached to the original post. Other than that, my lack of experience leaves me with few suggestions.
--- End quote ---
Thank you for looking at! Bump and transparency maps will be added at the next stage, after I finish model and UVmap it. Then your response on map qualities will be very helpful. Now I still try to focus on mesh itself.
--- Quote from: $imon on December 17, 2011, 05:15:08 am ---I like the jellyfish you've chosen to make - should look awesome :)
The concept looks really good too, but the start on the model might need some refinement. I think the tentacle-bases are sticking out too harshly pronounced. The whole surface I think could be a lot smoother ( see http://www.ecardmedia.eu/data/media/863/jelly%20fish%20sting%201.jpg )
I'm looking forward to seeing what you'll come up with.. I'm sure itll look awesome.
--- End quote ---
First of all, thanks for adding me on FB ;D Now, back on topic - your feedback is always very valuable.
What you mention here is because of 2 causes:
1. hard crease at the edge of tentacle bump (I'll move it towards the rounded parts so it will blend more nicely)
2. parts extruded too much - especially at the top
What concerns me more than that is that I tried to reduce number of polys while moving up the bowl, so I collapsed vertices hapilly till I saw how introduced triangles interferes with the subdivided version. And what can happen while animating, Can you suggest different divisions that would minimize number of triangles (other than 36 sided * subd level - edgec verticle at the top)?
--- Quote from: $imon on December 17, 2011, 05:15:08 am ---Still- I hope that the daunting task of animating it doesn't scare you off :D
--- End quote ---
Yes, it does badly! :o
I'm very weak in animation area, and that will be animation of such a fragile and smoothly moving creature...
$imon:
Yea the triangles would interfere a bit, I think if I were to model something in that shape, I would start by subdividing a regular cube a few times, so you have a sphere with equal squares on it. Below an example of how the structure could possibly be in that case. (actually, it wont be completey spherical, I had to use the spherify modefier in 3ds max on this to get it more spherical)
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