The modeling is just about 100% DONE =D
so now that the FUN part is over, i still have yet to add blend shapes for the face, texture, and rigging... whoo-hoo ^.=.^;;;
so now that the FUN part is over, i still have yet to add blend shapes for the face, texture, and rigging... whoo-hoo ^.=.^;;;
Category Artwork (Digital) / General Furry Art
Species Wolf
Size 640 x 480px
File Size 12.7 kB
Listed in Folders
finally, someone with an opinion =P
about the abs, do you think they should be more smoothed out and not so defined? cause i was contemplating on that for some time =\
and as far as the arms go, im going to use Maya's muscle system so that they "flex" when they move, which should probably give more bulk to them, (i think the reason they look so scrawny was cause i used references from photos of me, and i was stretching out my arms as far as i could XP )
about the abs, do you think they should be more smoothed out and not so defined? cause i was contemplating on that for some time =\
and as far as the arms go, im going to use Maya's muscle system so that they "flex" when they move, which should probably give more bulk to them, (i think the reason they look so scrawny was cause i used references from photos of me, and i was stretching out my arms as far as i could XP )
Thanks!
For the abs, it really depends on what type of character you're going for. If it's meant to be someone beefy, you need to bulge them out a bit, if not - make them almost invisible. In any case, they should be smoothed out and never resemble "carved outlines" like it is now. Also, there's something i noticed everyone forgets to model - the belly button! I think that judging by your character's overall look, the torso and arms should be like this:
http://www.faiman.com/torso_front.jpg
http://i2.photobucket.com/albums/y2.....erTorso_01.jpg
heh, i never knew there were such things as "muscle system" in Maya... On 3dsmax i would choose the Morph Targets modifier - that one not only can do muscles and such, but also fix annoying envelope issues with the joint rigging. Also, i can relate - on my model i used my arms as a reference and they came out kinda flabby... But then again, the character is meant to be like that ;P
For the abs, it really depends on what type of character you're going for. If it's meant to be someone beefy, you need to bulge them out a bit, if not - make them almost invisible. In any case, they should be smoothed out and never resemble "carved outlines" like it is now. Also, there's something i noticed everyone forgets to model - the belly button! I think that judging by your character's overall look, the torso and arms should be like this:
http://www.faiman.com/torso_front.jpg
http://i2.photobucket.com/albums/y2.....erTorso_01.jpg
heh, i never knew there were such things as "muscle system" in Maya... On 3dsmax i would choose the Morph Targets modifier - that one not only can do muscles and such, but also fix annoying envelope issues with the joint rigging. Also, i can relate - on my model i used my arms as a reference and they came out kinda flabby... But then again, the character is meant to be like that ;P
heheh, i can see what you mean about the "Carved outlines" i think i left those on from my Dragon model (cause of the scaly belly)
and belly button?!? holy crap *facepalm* how could i forget?!? gah, another mistake of using a torso from a dragon model (they dont have belly buttons) =P
and belly button?!? holy crap *facepalm* how could i forget?!? gah, another mistake of using a torso from a dragon model (they dont have belly buttons) =P
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