Artwork > Finished Works and Works in Progress
Adorable...thing
thecolclough:
--- Quote from: almost cool on April 24, 2008, 03:50:03 pm ---did i go overboard?
--- End quote ---
nah, it's alright. there's just one little bit under the left eye which is quite pronounced, but otherwise it's quite a nice wrinkly-skin effect :)
mouth's still a bit square? kinda depends how organic or how geometric you want to make it look, i guess, but i think a less square mouth shape would be a good idea. then you can move on to the rest of the body!
- colclough
almost cool:
Oh....My.....Strudelcake.This turned out terribe.A picture says a thousand words.PLZ Help.
thecolclough:
--- Quote from: almost cool on April 24, 2008, 05:15:22 pm ---Oh....My.....Strudelcake.This turned out terribe.
--- End quote ---
i'd have to agree... :P
i think cylinder primitives are probably the wrong way to go, to build an organic body. it would be better to use something sphere-based (if you want it to be fat), or else try box modelling, and subdivide the object (remember to use 'Convert to Subdivided', NOT 'Subdivide Faces'!!), which would probably look better if you want it to be a skinnier creature. if you go with the box-modelling method (see the infamous eggplant tutorial if you're not familiar with box modelling), then you can actually get away with having a comparatively simple mesh to make a nice, non-geometric shape. you just need to play around a bit with the wireframe in point-edit mode.
hope that helps :)
- colclough
ps. rofl @ the "strudelcake"! best OMG alternative i've heard in ages! :D
almost cool:
THX about the strudelcake :) i think ill just use a tapered sphere for the abdomen,box method 4 arms and see how that goes.
Kubajzz:
I agree with Colclough, organic modeling is much more difficult than placing a few primitives... You will usually start with a primitive shape (cylinder, sphere or cube... whatever you like...), but...
1. you have to spend some time experimenting with all the tools in point-edit mode to get familiar with it... Then you can modify your primitive...
2. at least 99.9% of good organic models are subdivision objects (as Coulclough said, use Build>Convert to subdivided command); that makes it much easier to get a smooth shape, which is easy to handle...
once you are able to use point edit mode and subdivision objects, you will want to learn the 'advanced' modeling... Then you will have to obey a few more rules to create really good organic models...
For example:
- almost all the faces should be 4-sided
- there shouldn't be more than 4 edges coming from one point; there should never be more than 5 edges per vertex!
- the mesh structure (edge loops, density of points...) should obey the basic rules of anatomy...
Hm... Maybe you should ignore all this for now... I think box modeling (as you said) is the best solution, just try to make it a bit more... uh... a bit more than just a sphere with 4 extruded faces!
Organic modeling is not a 5-minute work, it's not a shame to spend several days working on one model... The goal is not to have it done, the goal is to create a good model! Be patient!
...and good luck!
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