Here's a model I made of a dragon dino... thingy... My focus on this model was to stay simple and not go CRAZY on poly's like I normally do =p Thus the more boxy look. Made this to use to help me teach myself how to UV map. For a first try, I think I did at least ok, lol.
Category Artwork (Digital) / Animal related (non-anthro)
Species Unspecified / Any
Size 800 x 600px
File Size 19.8 kB
If I may critique based on the UV map and the model. It looks like you have edge loop-itis. Which basically makes your model look MORE blocky. Especially on the arms and legs. Which basically means you went crazy anyways. The loops being so close together and so many, not only drive up the poly count but they make that hard edge when you smooth it. It's best to add loops onlt when your breaking up a wide area, an for stuff like the bits, it's best to localize that geometry by changing the edgeflow to flow into itself.
Yah I know. I'm still learning how to model while keeping all poly's with 4 sides. Watched a few tutorials on it, but it's harder to do, then it looks. But I know it only takes practice =) My biggest problem is figureing out how to quad the poly's and close out the extra poly's after adding in important detail, I usually end up adding an extra edge all the way to the center of the model>.< Add in the fact that I'm not like most 3d graphic artists. I don't use or need orthigraphs to model. Model all my stuff from scratch.
Well the methong I use for killing tris is to pair them up and delete the edge in the middle. Also, rotating edges is a good practice to change edgeflow. Though, trying to keep strictly to quads is not very practical considering when you smooth it, it quads it out anyways. Or in the case of game models, the program tris it out for you. It's the 5 siders you need to watch out for.
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