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mikael's Avatar
Old (#1)
Hi there. Well i started to learn a little bit about 3ds max. i downloaded the trial and startet to model a bit. i once had a short overwiev of formZ but this isnt the same.
a friend told me a fiew basics about 3ds max.
now i wanted to show what i have learned with the trial verion [img]/images/graemlins/smile.gif[/img]

i have started to model the body, than i started all over again and then i made a head [img]/images/graemlins/smile.gif[/img]

could you please tell me what im doing totally wrong and where i can modify my model.

for example. the Head looks a little bit like a male. it should be a women, but i dont know what i should change to make it more like a female.

thabks and sry for my english [img]/images/graemlins/smile.gif[/img]

head1 head2 body1
Offline , null, 5 Posts, Join Date Nov 2006, Location switzerland  
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DeathByChris's Avatar
Old (#2)
holy crap beware of pop ups!!!
Offline , spline, 184 Posts, Join Date Mar 2006, Location USA  
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hawken's Avatar
Old (#3)
beware of saggy boobies!
My apps: Dadako
UX / UI Designer - and yes my name is Hawken
Offline , insane polycounter, 5,069 Posts, Join Date Jan 2005, Location .jp  
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Emil Mujanovic's Avatar
Old (#4)
[ QUOTE ]
beware of saggy boobies!

[/ QUOTE ]
Says the guy who wants to make bras illegal! [img]/images/graemlins/laugh.gif[/img]

But without hijacking this thread, the model is looking fairly good at this point (I could only get the head renders to load), but the scalp is looking a little lumpy.
It could do with a bit more love and defining areas like the nose/nostrils and the ears could use a bit more definition.
Keep it up.

-caseyjones
Offline , veteran polycounter, 3,866 Posts, Join Date Feb 2005, Location Malmö, Sweden  
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fogmann's Avatar
Old (#5)
Welcome to Polycount, Mikael!

The biggest mistake I see in your model is that you don't modify your edge loops to define the shape and instead you just leave them so that they are almost all horizontal or vertical, and you possibly have too many of them. It would be easier to work on a less dense model and then use the mesh smooth to see the smooth result. Don't be afraid to use photo reference (for example, a side view of the head would help you create much better proportions and female likeness), otherwise you would have to play by memory and end up with something that doesn't quite look like female and doesn't have quite right proportions. I would suggest studying some models that are well done to get a good picture of structuring your edge loops. Keep it up, and keep us posted.
Offline , triangle, 486 Posts, Join Date Jan 2006, Location Seattle Send a message via ICQ to fogmann Send a message via AIM to fogmann  
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mikael's Avatar
Old (#6)
well thanks for the feedback.
ill try to keep on modling. but now i have a few exams this year. i will post new updates maybe next year.
but i think i'm gonna make a new model. something easier than a female [img]/images/graemlins/laugh.gif[/img]
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Ganemi's Avatar
Old (#7)
I've been working on my first model, too, which happens to be a female, and I think that the lips and cheeks play an important part in whether the head looks like a male or female's.

*shrugs* But that only comes from my limited experience.
Oh, Hey.
Offline , polygon, 578 Posts, Join Date Apr 2005,  
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