Comments: 42
kittydemo [2014-02-01 05:35:41 +0000 UTC]
it looks like your drawings just popped out impressive
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Koy32001 [2008-10-01 00:33:16 +0000 UTC]
Wow, those eyes are so pretty.^^ Incredibly detiailed and realistic.
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waterisHARDCORE [2007-10-30 01:48:41 +0000 UTC]
wow that looks really cool i cant wait to see that puppy my bad kitty in action
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Joelglaine [2007-02-12 11:48:35 +0000 UTC]
I couldn't afford Maya, and don't have access to classes to access it. I use what I get for cheap. LOLZ
I think her muzzle would look a LOT better if it were rotated slightly down to shorten the space between upper lip and nasal bottom, A slight vertical crease would make it look more natural between septum and upper lip. Adding nostrils would go a long way toward looking less cartoony appearance.
Look at the center-top pic. See how the lower part of the muzzle meets the mouth? Looks squared off. Round it off, and decrease the space some and bring some definition to the mouth, and it will do you well.
Great work from an organic modelling standpoint. My first scratch built and rigged was GIR. I usually morph and transform meshes built by other people to become the characters I right about.
This character of your's has loads of possibility!
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DemonEclair [2006-10-23 13:53:02 +0000 UTC]
umm....did u download Maya 6 or did u bought the Software?
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Rafeal [2006-08-06 08:36:21 +0000 UTC]
Ah... You're doing a CG model too eh? Nice model so for. I hope you finish it.
(Man, I need to get back on my model...)
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funkyalien In reply to Rafeal [2006-08-06 21:31:40 +0000 UTC]
Yeah, I haven't touched this one in ages though. Still too many gaps in my knowledge to finish it how I want it.
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colorboy [2006-04-16 23:09:44 +0000 UTC]
what is the name of that program?
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funkyalien In reply to colorboy [2006-04-17 00:08:41 +0000 UTC]
Maya 6. It says so on the bottom of the pic
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BottomlessPit [2006-03-16 12:26:53 +0000 UTC]
This is the kind of thing that I aspire to! (when I say aspire, i mean "wish I could do but haven't actually tried yet" =S) It's always been one of my dreams to convert my characters "The Bubblies" into 3D and I hope that when I get the chance they turn out this well!
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AsterixVII [2006-02-22 03:13:27 +0000 UTC]
Personally, I think her nose is way too long.
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funkyalien In reply to AsterixVII [2006-02-24 20:42:13 +0000 UTC]
Maybe a bit. I've shrunk it down a little now but I'm going to work more on defining the cheeks before fixing the nose.
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Sixcolors [2006-02-21 00:42:12 +0000 UTC]
Excellent work. I can only hope that when I'm through with my Maya 1 class that I'm as good as this. So far we've covered hard poly modeling for vehicles, etc. Starting Thursday we cover organic shapes.
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funkyalien In reply to Chris-Supernerd [2006-02-24 21:09:20 +0000 UTC]
Honestly, I haven't got a clue XD There's a cloth simulation option, but making the clothes is probably easier to do myself with polys. There's not a whole lot that moves so I don't have to worry about flapping cloth and stuff.
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JonathonDobbs [2006-02-20 15:01:15 +0000 UTC]
Oh, and lastly, you've given your character a good start-up pose. So long as you add the skeleton correctly it shouldn't be easy to mess up. All you need to do is make it so that your initial pose is your "Starting pose". So if you ever screw up, you just hit "Starting pose" and she'll revert nack to this form. Good luck with the rest of it!
Wow. This reminds me how much work I've got to do on Princess Sally. He Jackets giving me headaches.
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funkyalien In reply to JonathonDobbs [2006-02-24 20:16:46 +0000 UTC]
Actually the rig is giving me a few problems. This could be partly because her arms are at a very slight downward tilt, or that I'm placing the joint incorrectly. Either way, it's not entirely straight. I was following the front view I drew and slightly angled her arms, against my better judgement.
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JonathonDobbs [2006-02-20 14:58:51 +0000 UTC]
OK so I caved it and took a look now. Looks pretty good so far. The torso is especially excellent. You did a really good job getting the breasts to look natural and realistic (ie: not gargantuan.) The hair is pretty good for a polygon sculpt. Are you going to add a soft body to it so it moves? Would look good if you applied that to segmented hair geometry. Maybe have it move when she walks. You coukd use constraints to help you there.
The face looks pretty good, though I'd like to see maybe a bit more cheek definition so she doesn't look a bit too stretched. Same with the muzzle. It'll prevent that balloon-animal look that's hard to avoid.
But yeah, I bet that didnt help one iota XD I really like it. Im excited to see a tradional arttist whos's also into Maya as well. I know I enjoy using it ^_^
BTW, how many polygons did you use? Just curious.
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funkyalien In reply to JonathonDobbs [2006-02-24 20:09:42 +0000 UTC]
Thanks very much, mate, it's great to know it's all going well so far Yeah, I tried to keep the breasts a more natural size. She's supposed to have a more athletic build than others so that was something I kept in mind.
I'm going to try and segment the hair, though I'm not too sure how I'm going to go about it and keep it to my drawing style. I'll try the soft body technique for it, though I'll have to look into how to actually do it as I've never tried before. I'll need practice with constrains too, but I can always look this up.
You're right about the cheeks, one of my friends pointed this out to me too so I'll work on them a bit more. I've also reduced the muzzle, though not by much. I want to define the cheeks properly first.
And honestly, you help out quite a bit. Most of this was modelled using the tutorials at Second Reality , but of course I modified it and modelled the head and ears myself. Next comes the hands, feet and tail.
And since you asked, the current poly count is 5171 unsmoothed, 93832 smoothed.
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JonathonDobbs [2006-02-20 14:53:22 +0000 UTC]
Thats a really good model... Unfortunately I'm about to pass out from sleep deprivation, but when I get to work tomorrow I'll take a closer inspection first thing and give a more detailed analysis. Looks good from here though thats for sure.
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