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njay — WIP Dave

Published: 2012-08-26 02:49:43 +0000 UTC; Views: 4813; Favourites: 72; Downloads: 97
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Description A WIP version of my OC, Dave. Just learning to use the software 2 days ago @.@ so many to learn...any ideas or tips to make him look better?Especially on technical part... He got that scary eyes right now...so many wrong in this but im just too excited now.

a model for my own project for turnaround library

Did with mudbox
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Comments: 13

Motion-in-Poetry [2012-09-01 16:44:02 +0000 UTC]

great sculpt love the toon style

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mascerrado [2012-08-31 08:56:34 +0000 UTC]

makkk!!!tu dia dah mai. cepat siapkan badan pulak! minggu depan, boleh ajar aku!!!

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syncmax [2012-08-29 17:37:46 +0000 UTC]

wow knows 3D already ya, great job!!! Keep it up

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njay In reply to syncmax [2012-09-24 15:19:28 +0000 UTC]

thank you >.< i just learn2 for fun~

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leomon32 [2012-08-26 12:08:19 +0000 UTC]

That's really really good for 2 days only xD For the eyes, I guess there's tutorials around~ Or watch what they do in 3d movies...

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crowdsmurf [2012-08-26 11:47:20 +0000 UTC]

wow, that's pretty amazing for only 2 days experience with the software. As for the crazy eyes: when it comes to eyes in 3d characters, it's always important to really give them eyes. Meaning it could be a good idea to use a separate subtool fo the eye itself (a different mesh, i don't know how they call it in mudbox, i'm more of a zbrush man myself) and make sure you model the the entire outline of the eye on the face. Right now, i have the feeling you just elevated the top and the bottom with your brush and it dissapears near his nose. In 2D, you can easily get away with it, but in 3D it feels out of touch.

my last character was made in 3DsMax, but the principle stays the same: the eyes are different meshes and i used them to model the eyes around them.

[link]

If you look at all the 3D disney or dreamworks characters, you'll notice that no matter how cartoony it gets, the eyes are always fully modelled.

Hope this helps, looking forward to seeing more of your 3D work!

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njay In reply to crowdsmurf [2012-09-24 15:19:00 +0000 UTC]

thx for tips it really helps me alot and yea what you said is what mostly commented on. I guess its very obvious to not ignore XD

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crowdsmurf In reply to njay [2012-10-17 15:57:26 +0000 UTC]

If you're interested in doing more 3D, i'd highly recommend going to the polycount forum. All the best in the industry are gathered there, you'll find all the info you need.

Btw, i don't know if you got the note with the sculpt i sent you, but i took the liberty of working it out and making him gameready: he's normal mapped, baked, unwrapped, textured and i added morphs to try and match the expressions. You can see a wip here:

[link]

Hope you like it, it's a great exercise for me .

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njay In reply to crowdsmurf [2012-11-05 12:34:24 +0000 UTC]

Is this the one i checked from the notes you have sent? If yea,im eager t see whats fial form

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crowdsmurf In reply to njay [2012-11-05 16:28:58 +0000 UTC]

jup, that's him . I sent you a new note. Not completely finished yet (I'm completely swamped with work), but some progress though

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Serisegala [2012-08-26 06:36:56 +0000 UTC]

Autodesk Mudbox ke? Saya ada Maya, n agak susah nak model character. Pernah try Z-brush, tp x reti sculpting plak. XP Susah jugak nak buat 3d model, espeselly human/humanoid figures.

Tp ni pun nampak osyem. Dah bleh wat kartun sendiri. Bleh tanding dgn boboiboy n upinIpin. Wat cerita eksyen. Best jugak tgk.

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njay In reply to Serisegala [2012-09-24 15:17:51 +0000 UTC]

terima kasih yea saya gunakan mudbox. pernah juga try Zbrush tp tak reti sgt...

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WizardyOz [2012-08-26 03:27:43 +0000 UTC]

Pasnih buley la join department Chad. haha

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