
Here's my first attempt at modeling a non-anthro character in 3DS Max. I'm extremely happy with how he's turning out =) The modeling, rigging, and texturing work is nearly finished, and he should be ready to have naughty things done to him soon ;)
Enjoy!
Enjoy!
Category Artwork (Digital) / Animal related (non-anthro)
Species Vulpine (Other)
Size 800 x 450px
File Size 44.5 kB
3D Studio Max ( http://usa.autodesk.com/3ds-max/ ), not Gameboy 3DS. ;)
....shouldn't you be using a graphics card to render graphics? in the new beta it renders in "real-time" at the same quality (3-4fps on gtx570). If you don't have one nor a lot of money you can find some pretty cheap GPUs online for like $50 used. The time you save rendering usually pays for the card anyway =]
I tried a GPU-based rendering engine a couple years back, and wasn't impressed. I was disappointed with its lack of features, and it actually rendered slower than the CPU-based engine I was using at the time.
Of course things may have improved a bit since then, so I may give it another shot once I upgrade to a newer version of 3DS Max, and a better video card =)
Of course things may have improved a bit since then, so I may give it another shot once I upgrade to a newer version of 3DS Max, and a better video card =)
Hey Taurin, I've been watching you're animations since you first brought out The Yiffing Machine. Dude, you're work comes on in leaps and bounds and the Fox in the Stables and now this lil' guy proves it.
I'm am curious - being an aspiring 3d Modeller myself - how is it you get the fur on the mesh? Do you paint it on and then set the length, colouration etc?
Is the mesh polygon, NURB or SubDiv?
I've never been able to work it out/get it looking right.
But anyways, kudos as always for the great model. Can't wait to see 'im in action :)
I'm am curious - being an aspiring 3d Modeller myself - how is it you get the fur on the mesh? Do you paint it on and then set the length, colouration etc?
Is the mesh polygon, NURB or SubDiv?
I've never been able to work it out/get it looking right.
But anyways, kudos as always for the great model. Can't wait to see 'im in action :)
I use the HairFX plugin for fur, which predates the Hair/Fur tool in 3DS Max. My workflow consists of placing sample splines along the surface of the object, which determine the length and direction of fur within their areas of influence. The fur picks up the texture map data from one of the underlying object's UVW channels to apply the coloring.
The model itself is a polygon object with a MeshSmooth modifier applied. =)
The model itself is a polygon object with a MeshSmooth modifier applied. =)
Love the fur texture there, looks really good overall.
The only things which looking a bit deeper seem like they could maybe do with a bit more attention are that the nearest hind paw doesn't look quite right how it's connecting to the ankle - harder to say what's actually off - but something looks a bit odd there. Might even just be the angle. Second is that the tail looks a little thin, could do with being just a little fluffier I think. Again that's just my view though so I could be wrong.
Overall though, very nicely done.
The only things which looking a bit deeper seem like they could maybe do with a bit more attention are that the nearest hind paw doesn't look quite right how it's connecting to the ankle - harder to say what's actually off - but something looks a bit odd there. Might even just be the angle. Second is that the tail looks a little thin, could do with being just a little fluffier I think. Again that's just my view though so I could be wrong.
Overall though, very nicely done.
So as of now, how much time and effort has been poured into this model? Its absolutely amazing, + Do you have a render-able mesh underneath the fur or is it only there for the engine to know where to put fur. If you wouldn't mind i would love to see the vertex count on such a perfect model. Oh and one more thing, do you use a different program for textures or are the textures all set inside 3ds max, like gradients on the fur for example.
Thanks! It's hard to say exactly how much time has been spent on him so far, but he's coming together a lot faster than any of my previous characters! I Actually had the model about half-done over a year ago, and didn't start working on him again until just a few weeks ago =)
Yes, there is a rendered mesh under the fur. I don't seem to have a way to measure vertex count, but the polygon count is only 3,468 before using MeshSmooth to subdivide it for rendering.
The textures were done in Photoshop and then applied to the mesh using multiple UVW projections.
Yes, there is a rendered mesh under the fur. I don't seem to have a way to measure vertex count, but the polygon count is only 3,468 before using MeshSmooth to subdivide it for rendering.
The textures were done in Photoshop and then applied to the mesh using multiple UVW projections.
So, are the tails on your models rigged with lots of small bones or is there some sort of dynamic "physics" bone or something of the sort that you use. (The only place i have rigged models is every once in a while in blender or when importing them for the source engine, so i could be missing a very simple thing your doing there :P) and on a side note, have you ever given any thought to posing your models for still images?
The tail portion of the skeleton is just a chain of 6 bones in a simple hierarchy. Nothing overly complex =)
I have rendered single-image poses of my characters before. The most recent examples are as product artwork for my DVD and Blu-ray releases, but there have been other instances as well. I don't typically do those in place of my 2D work though. Honestly, by the time I finish modelling, texturing, rigging, fine-tuning, and troubleshooting the characters to the point that they can look good posed, it's only a little more work to just animate them at that point.
I have rendered single-image poses of my characters before. The most recent examples are as product artwork for my DVD and Blu-ray releases, but there have been other instances as well. I don't typically do those in place of my 2D work though. Honestly, by the time I finish modelling, texturing, rigging, fine-tuning, and troubleshooting the characters to the point that they can look good posed, it's only a little more work to just animate them at that point.
That is what I suspected about the bones, but I wanted to see for sure. Sorry if I am nagging but I find your work to be interesting as well as enjoyable. Have you ever tried programs such as Maya, Mudbox, or Blender for modeling? Also, when you are modeling, do you use reference photos and skeletal maps to help get a feel for the true shape, because whenever I model I have always found difficulty in adding the trivial details that bring life to art / models along with properly setting up proportions, although I would suspect that after 14+ years of artwork you would have developed a feel for proportions and details.
Comments