Demonic Librarian [WIP]*Updated

I am currently working on a project that I like to call ‘Demonic Librarian’
It is a project that I want to show to my 3D teacher to proof my 3D skills.

I am working on the head at the moment, I have also included my refer images.
Head : WIP

Updated version with shaders :

Refer Images :

Tell me what you think :wink:

Looks nice, but how did you get the wireframe to allow curved vertices? Or is it just a different way it’s being rendered (simplified perhaps?)

[quote=“zyle1992, post:2, topic:462958”]Looks nice, but how did you get the wireframe to allow curved vertices? Or is it just a different way it’s being rendered (simplified perhaps?)[/quote]Add smoothing too it.

[quote=“zyle1992, post:2, topic:462958”]Looks nice, but how did you get the wireframe to allow curved vertices? Or is it just a different way it’s being rendered (simplified perhaps?)[/quote] like Krackkid said, I added smoothing to it, just to see how it looks in smoothend view, (Using AutoDesk Maya so I just simply push the 3 button on my keyboard )
Any critisism maybe?

Its NURBS smoothing. Hes displaying with an ISO-simplified cage so you aren’t seeing the smaller subdivisions causing the edge to be curved. If he converted the smoothed version into a true object it would be pretty dense in topology.

ACF, follow this:

Looking pretty good so far, replying so I can see your project lol.

[quote=“Frell, post:5, topic:462958”][quote author=zyle1992 link=topic=566220.msg4118044#msg4118044 date=1349310780]
Looks nice, but how did you get the wireframe to allow curved vertices? Or is it just a different way it’s being rendered (simplified perhaps?)
[/quote]
Its NURBS smoothing. Hes displaying with an ISO-simplified cage so you aren’t seeing the smaller subdivisions causing the edge to be curved. If he converted the smoothed version into a true object it would be pretty dense in topology.

ACF, follow this:


Thanks for the video Frell, but I am following a course on Digital Tutors for this one, so it will become better when I progress more through it.
I will update this topic tomorrow with my progress.
Just got home from my girlfriend and it’s 1:06 AM here now, so time to go to bed :stuck_out_tongue:

Have I mentioned that this is awesome?

No you have not :stuck_out_tongue:


Edit :

I made a lot of progres on this model, and added a skeleton into it just so I can animate it for the heck of it.

Picture of it : (Rendered in mentalRay)

Any tips to make it look better?
Another person always sees flaws in the design, or how to add more , let’s call it “epicness” in a design.
Feedback is always welcome (:

can we see what digital tutors says its supposed to look like?

[quote=“Frell, post:10, topic:462958”]can we see what digital tutors says its supposed to look like?[/quote]Sure you can, but what Digital Tutors is saying is not the way I am modelling the character.
I’ve used some of the lessons to get the most productive topology, but I am thinking of making my own design on this character.
That way I can also show something in my 2D class, right along with texturing when the time comes.

_
Edit : Also, I’ll post the images of the completed Digital Tutors course tomorrow, I need to get some sleep asap.
Didn’t look at the time, and it went FAST , it’s 2:12 AM here

Uhmm… Can I see the Wireframe? + a closeup wire frame on the face please?

Digital Tutors final outcome for Frell :

Head Wireframe for Dylan :

Overall Wireframe for Dylan :

*Quick note : The colored things sticking out is the rig, for if you didn’t know yet :stuck_out_tongue:
*Quick note II : This is the highpoly version, which still needs a clean-up, so this isn’t the final wireframe.
I’m going to improve the wireframe until I like it, and when the topology is [size=36pt]OFF THE CHARTS[/size]
But seriously now, I am going to animte the low-poly model first, just to show my teacher the assignment that I need to do.

Overall, seems boxy. Back of the legs, back, stomach… Can I see the models low-poly version? If the high poly one is boxy, it generally means the low poly one is as well. Also, its easier to fix the rounding with the low poly model as opposed to doing so on the high poly version. The heads nice, but I feel the eyes are a let down at the moment. With a few minor tweaks with the brow ridge, you could make it look a lot more interesting. I notice the reference images show a bulky humanoid, I don’t feel the legs portray this. He has an excessive amount of room between his legs, thicken him up a bit. It seems the side view has been worked on more than the front view.

Thanks very much for the feedback Dylan !
You’ve seen a lot of minor mistakes that I couldn’t see myself, maybe because my self-image on the model, but this helps me a lot, believe me :).
Also, when I get time to upload a picture of the low-poly version (semi-fixed with your feedback) I will do that A.S.A.P.
Once again thanks for the feedback :wink: