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Showing content with the highest reputation on 02/17/2018 in all areas

  1. Hmmm lets get things back on track, with this Turntable for anyone who hasn't seen it over at the tie interceptor thread
    2 points
  2. i recently bought new sneakers, the ones doc brown had on when the russians came for their plutonium. also i'm working on a new more detailed character which needed some cool sneakers. so i asked @VECTOR to take on the challenge to model those sneakers for me, and of course he couldn't resist. ;) so here are a few renders and some wires, hope you'll enjoy. rendered with redshift. smoke and fire made with xp4.
    1 point
  3. no problem, hopefully dan will see i tagged him and post his material, as he goes into quite a bit of detail whats what
    1 point
  4. @Cerbera @VECTOR Thanks a lot guys, that's a massive help. It took ages to load and I thought it just crashed somehow - sorry for posting twice. I will also remember to just upload the images through the system :). I will definitely do my best to clean up the model (especially the neck area), get rid of the triangles and have a look at the guides you suggested. Thanks again!
    1 point
  5. Hi Antek, and welcome to the cafe. First up, some Admin stuff - when you want to show us images please upload them using the cafe image upload system, rather than bouncing us all out to loads of separate links. Your head is generally going in the right direction, and the Blender tut seems to have led you to put your loops in roughly the right sort of places, but there are some classic mistakes in it that newbies tend to make. Triangles do not belong in any mesh that is using SDS. That is rule 1 of SDS modelling ! So things could be drastically improved in your model if you take the time to solve your triangles to quads, which (as a rule) is what SDS wants. You can do this easily enough by dissolving certain edges, but it is best not to create them in the first place as you model. Next the neck section is going wrong, and your edge flow there is a long way from great. Again, you need clean, even strips of 4-sided polys that flow around and down the neck, not the ugly mess of triangles and stretched / elongated polys you have currently ! Have a look at the human models that you can find in the content browser and have a look at the edge flow around the neck area to see how this should be done. Polygon density. Your model does not have enough polys to describe the forms in that face. You can't just slap something that low poly under SDS and expect it to give you a recognizable face. Basically this is half complete. The next step would be to apply just 1 level of subdivision, and then continue modelling now you have enough polys more accurately to describe the form. To do this, you can either select all polys, and do a smooth subdivide to Level 1, or you can set your SDS to level 1 (viewport AND render setting) then make that editable, and put it inside a new SDS that is only set to Level 2. I see my modelling bro @VECTOR beat me to it to say largely the same thing :) CBR
    1 point
  6. Hello and welcome to the cafe! you actually posted this twice, you only need click to create the thread once, then leave it, sometimes it takes a little time to process things. as for your head thats a nice effort, but there are some topology flow errors, ngons, triangles and poles where there shouldn't be and just generally quite messy and unanimation friendly , the ngons around the mouth and upper chin area particularly are going to cause ugly deformations when you try to do anything with the mouth, you also need a couple more clean loops around the mouth, and coming from the nose sweeping around the mouth and cheek area to where the top of the chin meets the lower lips, so that you can get nice smooth deformations for a variety of different poses, Dan @Rectro has some nice face/head topo guides/examples that would be useful in showing you where you've gone wrong and the basic principles of head topology
    1 point
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