
Mesh Avatars For Second Life Tutorial Part 2
This is the second Tutorial for making mesh Avatars in Second Life, using Maya. this tutorial covers the actual modeling and goes into the theory for edge loops, a word coined by the the supreme 3D modeler, Bay Raitt. This is not a beginners tutorial, and assumes the reader has some familiarity with one's tools. Though written for Maya, the general concepts are transferable to other Similar software packages. The links referenced in the tutorial are reproduced below:
Bay Raitt's Notes
http://cube.phlatt.net/home/spiralo...../modeling.html
His Archived site (kind of light, but interesting none the less
http://cube.phlatt.net/home/spiraloid/index.html
From "Drawing Your Dreams:
http://drawingyourdreams.blogspot.c.....your-face.html
The Blog istels is a fascinating read as it not only goes over modelling and texturing techniques, but also Hip Hop Fashion, which is always an interesting juxtaposition.
Darren "Daz' Pattenden's tutorial
http://www.webdesign.org/3d-graphics/tutorials
/high-polygon-realistic-character-creation.5519.html
Darren's Website.
http://www.daz-art.com/
(The German Soldier on the home page had, Darren and I going back and forth in the Polycount Forums with critiques and photos, because I have a closet full of German uniforms and equipment .. as well as US< British, Some Italian and Japanese too, and I wanted Darren to get the Hollywood job he was auditioning for.)
So if you have any comments, questions or clarifications, please comment below.
--Scott
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Bay Raitt's Notes
http://cube.phlatt.net/home/spiralo...../modeling.html
His Archived site (kind of light, but interesting none the less
http://cube.phlatt.net/home/spiraloid/index.html
From "Drawing Your Dreams:
http://drawingyourdreams.blogspot.c.....your-face.html
The Blog istels is a fascinating read as it not only goes over modelling and texturing techniques, but also Hip Hop Fashion, which is always an interesting juxtaposition.
Darren "Daz' Pattenden's tutorial
http://www.webdesign.org/3d-graphics/tutorials
/high-polygon-realistic-character-creation.5519.html
Darren's Website.
http://www.daz-art.com/
(The German Soldier on the home page had, Darren and I going back and forth in the Polycount Forums with critiques and photos, because I have a closet full of German uniforms and equipment .. as well as US< British, Some Italian and Japanese too, and I wanted Darren to get the Hollywood job he was auditioning for.)
So if you have any comments, questions or clarifications, please comment below.
--Scott
<<< PREV | FIRST | NEXT >>>
Category Artwork (Digital) / Tutorials
Species Wolf
Size 75 x 1280px
File Size 1.74 MB
The thing about Box modeling is that it's fast, and it lends it self nicely to Uprezzing, especially if you have Z-Brush or Mud Box. I used to use spline modeling, but Maya doesn't have that, and it's not the best for multiple Levels of detail but it was fast.
I'm not going to say anything bad about Blender, because it's free, but I, for the life of me, can't use it XD. It's like finding yourself in front of a Computer with a non Roman keyboard.
I'm not going to say anything bad about Blender, because it's free, but I, for the life of me, can't use it XD. It's like finding yourself in front of a Computer with a non Roman keyboard.
wait> you're asking ME?!?!?! for forgiveness for typos? Meee? HA!
Actually there are very good cheap modelers out there. Stick around for the next two tutorials, because you can draw well, you should have no problem with texturing. But yeah give those others a try. They also have nice tutorials not written by fanatical hobbyists. That is a big difference. Much much easier. I'd like to see what you can do in 3d. :D
--Scott
P.S. I am the Typo King.. I had to reload that tutorial three times to fix the errors. and sentences that just kind of... I use Firefox that at least underlines the typos so I can fix them ont he first pass. No spell checker in Photoshop XD
Actually there are very good cheap modelers out there. Stick around for the next two tutorials, because you can draw well, you should have no problem with texturing. But yeah give those others a try. They also have nice tutorials not written by fanatical hobbyists. That is a big difference. Much much easier. I'd like to see what you can do in 3d. :D
--Scott
P.S. I am the Typo King.. I had to reload that tutorial three times to fix the errors. and sentences that just kind of... I use Firefox that at least underlines the typos so I can fix them ont he first pass. No spell checker in Photoshop XD
Hah!
By the way, I remember you from the days of ol' Yerf. Was quite pleased to see you pop back up.
You use a messenger? Might be nice to talk shop sometime. I'm trying to figure out what to do with my career, and from what I remember, you've got quite a bit of experience in, the game industry, was it?
By the way, I remember you from the days of ol' Yerf. Was quite pleased to see you pop back up.
You use a messenger? Might be nice to talk shop sometime. I'm trying to figure out what to do with my career, and from what I remember, you've got quite a bit of experience in, the game industry, was it?
Oh, happy to. But I am not on messenger. I use Gchat on Gmail and regular Email. Old jobs prohibited messengers as a productivity hit, and a distraction so I never got into the habit much until lately. As to experience, about 20 years in the game industry, both good and bad.
In your case you have a very good sense of volumes in your art so a transition to 3D should be simple, after overcoming th learning curve of the software to begin with
But I would be happy to advise. And thank you for the kind words.
Sccott
P.S. Opinion do you think the Mesh model is looking a bit plump?
In your case you have a very good sense of volumes in your art so a transition to 3D should be simple, after overcoming th learning curve of the software to begin with
But I would be happy to advise. And thank you for the kind words.
Sccott
P.S. Opinion do you think the Mesh model is looking a bit plump?
Gmail would be fantastic. I have that up just about all the time. It's lynxrufus5.
Thank you for your compliments as well.
Nothing wrong with a few curves. I think this is a realistically slender figure. Personally (and this is likely due to the way I prefer figures) I'd taper the ribcage a bit more at the bottom, and bring the hip bones up a wee bit. The trunk looks great from the back, but again preference, rounder glutes. I assume this is Asheru?
I'm aware that tweaking something in 3d isn't that simple, though. It might make the figure look odd from another direction, especially with a mesh this economical. I have actually attempted a 3d model myself, and a simple render is posted in my gallery. I'm also exploring additive sculpture with polymer clay. I seem to have an aptitude for it, even though it takes me hours to get forms the way I want them. I'll be posting a couple sculpts when I get back from my holiday trip.
Thank you for your compliments as well.
Nothing wrong with a few curves. I think this is a realistically slender figure. Personally (and this is likely due to the way I prefer figures) I'd taper the ribcage a bit more at the bottom, and bring the hip bones up a wee bit. The trunk looks great from the back, but again preference, rounder glutes. I assume this is Asheru?
I'm aware that tweaking something in 3d isn't that simple, though. It might make the figure look odd from another direction, especially with a mesh this economical. I have actually attempted a 3d model myself, and a simple render is posted in my gallery. I'm also exploring additive sculpture with polymer clay. I seem to have an aptitude for it, even though it takes me hours to get forms the way I want them. I'll be posting a couple sculpts when I get back from my holiday trip.
actually tweaking in 3d at this low level is REALLY simple. Right now I have been pushing pixels around, it won't be Asheru per se, but of that type, Asheru could be made from this base, As it stands, the size and proportion sliders in Sl do have a limited effect on Mesh Av's so you could vary leg and torso lengths. The ribcage is tapered a bit fore/aft, and a very little side to side. In the old days I throw up a 3dhtml file for people to tumble, but I haven't seen that technology any more. But again all the basics are done at this Low level of detail so that the hither levels should be easy and flow from this, as would muscle definition. In the next tutorial she should have cheek ruffs and been thoroughly tweaked
Scott
Scott
Yes, but without a lot f the restrictions on materials and the build shape only takes consideration of the skeleton, and active bones.
with Project Bento going live, there are new possibilities for new shapes or active bones as well, so now it can become distant from fursuits with active wings and true digitigrade legs and operable tails and extra arms. things that look awkward on fursuits unless built by Hollywood pros, and are operated by teams.
with Project Bento going live, there are new possibilities for new shapes or active bones as well, so now it can become distant from fursuits with active wings and true digitigrade legs and operable tails and extra arms. things that look awkward on fursuits unless built by Hollywood pros, and are operated by teams.
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