Jump to content

VECTOR

Premium Member
  • Posts

    3,040
  • Joined

  • Last visited

  • Days Won

    102

Everything posted by VECTOR

  1. yea ive got a few on my desk, i used them loosely to base my character on, mainly proportion wise, kinda feel like making him evil in all black with two red sabers :D
  2. thanks bro, not sure on the colour scheme yet, more excited to get those light sabers in his lands and illuminated :D
  3. Thanks bro be good to see what you come up with
  4. main body done, moving onto details/ robe and materials
  5. Cheers pal, will be posing him for sure. As for the uv and rigging, i might give it a go, as i havent rigged or uv anything before, but ill have a load of spare time so might do that. although i could probably get away with projecting the texures. Im gonna concetrate quite a bit on the lighting and post for this one to create a nice final image. Im also considering uploading the final character for download
  6. been working on the body today, starting to flesh it out, and add bits of detail.
  7. Great idea man that could look epic! And well luckily ive had one of the best guiding me ;)
  8. Not sure yet. I might use glow to get the basic look then do the rest in post.
  9. Heres my progress so far for the character modelling challenge, had a little time today to do the saber and boots, hands and clothing next. you can follow the challenge thread here :D
  10. Damn bro, glad to see your still alive and kicking ;)
  11. DAMN thats a pretty crazy story, shows what can be achieved if you set your mind on it! i wouldn't mind doing some realistic stuff, id also like to start 3d printing my own toys/figures, as well as designing all the cover/box art for them, i come from a graphics design back ground so that would be pretty sweet. it seems like sculpting is the way to go these days, i think us character guys that sub d/ poly model all our stuff are a dying breed, i just really enjoy pushing cinema to the limits in terms of what can be modelled vs what most people would sculpt. Im sort of at a cross roads as to which direction to go in, mostly just trying to get some decent pieces of work together on my website (http://www.va3d.co.uk) , to use as part of a portfolio, and generally just try and push things to the next level., regarding industry standards, ive licenced copy of maya 16 on my hard drive thanks to autodesks student program, and have opened it a few times and instantly cringed at the layout and menus, c4d is so cleanly laid out, its a pleasure to work with, il look those guys up, always appreciate great work :D I realise that relatively speak im quite late to the game, at 28 i guess most people in the industry have 10 years on me, so ive a lot of work to do to catch up :D , luckily theres an array of great guys like your self on the cafe to provide guidence etc to us up and comers :P main thing on the agenda now i think is to get a decent reel going, im pretty much on par with @Cerbera in regards to striving for the perfect all quad topology, so at least i'll have some nice wire frames to put in there :D hopefully by early next year i'll have enough material :D VMan
  12. personally i dont mind the wire frames, some people like to see the topology
  13. I know what you mean pal. I would love to specialise in 3d, character work especially and one day work towards becoming a senior character artist or something like that. But knowing how hard it is to get into a postion like that, becoming a generalist makes more sense, being able to do a bit of everything but not concentrating on any given area. Even then cg is such a crowded field, even getting a job as a generalist is difficult, how do you stand out in a field so cramed with talent? When big companies usual hire right out of uni/college. What hope do us self taught guys have? I fell in love with 3d as soon as i started, and ofcourse theres times when you need a break, some times i do no modelling or 3d at all for a few weeks, then ill just pick up again where i left off. Some times it is difficult to keep that motivation and drive, and its that age old struggle of waiting for your skill level to catch up to the ideas in your head, something i think will probably never happen. As you say there is always things to learn, and new ways to do things, id like to improve with hair, as well as be able to rigg and uv, just so that i can have a bit more freedom when it comes to posing my characters etc. Manually posing them with out a rig is a massive pain! I dont know if its a natural talent or just persiverance, but i seem to be improving model to model so only time will tell i guess, you never no, one day i might be working for ilm or pixar XD
  14. keep up the good work @SIgor
  15. Thanks for the kind words Dave. I had a quick browse at those videos, looks like interesting stuff :D. As far as modelling goes, ive only been doing 3d for 2 years now. i think like most people i just jumped straight in at the deep end, trying to model weapons, robots ect, and of course i failed terribly. it wasn't until i decided to concetrate my efforts on a certain area, which happened to be character/organic modelling that things really started to kick off. theres been plenty of long days, before work, after work, all day weekends, living like a hermit for days on end when i happend to have some time off. Iv'e had a lot of guidence along the way, from the likes of @everfresh and @Cerbera who've helped me out alot over my short time in 3d. for some reason beyond my understanding, topology/edge flow just make sense, like i have a rough idea of how im going to map it all out before iv'e even started. Usually i dont even plan out how im going to model, other than gathering some refrence material i usually just jump straight into it. Iv'e been doing a little hard surface stuff latley as i tend to neglect that area quite alot due to mainly doing character work, and strangley enough they really do seem to go hand in hand, to the point i now feel quite confident that i could model most objects fairly easily. My problem being that, having spent so much time on the modelling side of things, ive neglected the whole lighting/ texturing/ rigging side of things, which has kind of left me at an odds, with @everfresh constantly on my back to learn rigging and uv mapping, of which my usual responce is, yea yea on the next one haha. I guess its like most things, if theres a will theres a way :DD
  16. oh er i think my inbox may be full hold on, it didnt take too long really was quite fun :D
  17. Thank you :D nope no sculpting, everything was poly modelled, so i just created the creases manually by making a few knife cuts, and bringing some of those points outwards. As for the dress as a whole, i created the entire body first, then made a copy of the mesh and deleted the parts i didnt need leaving only the chest and thigh areas, from that i just modelled the rest of the dress manually, again for the creases on the lower part of the dress i modelled those by hand, without any tags or dynamics, just basic modelling techniques :D
  18. im making room in my inquisitor cabinet right now !
  19. :O i think theres a certain cube, from a certain badge that could be used to create said statuette :D
  20. Oh good, does that mean that during my next performance evaluation, il recieve a pay rise?
  21. haha dont think those features are big enough now to think of it ;) all glorious quads!!
×
×
  • Create New...