old thread >>579377Alright. I saw what was wrong with it and am restarting the head. Any ideas on how to approach it?
I wrote a comment here >>579405
>>579406>579399And you gave no constructive criticism or advice unlike the first guy.
You can keep plastering the board with your threads and it still won't make the model any better
>>579399It's modeled like an extremely stiff statue right now. Give the arms a bit of forward bend at the elbow, add in natural curvature of the spine. Relax the shoulders. The arms are significantly too long. The wrists should end roughly around the hips. Because of your current shape you'll likely want to elongate the torso slightly. Because it's a female character (I think) you'll want to have the hip width to be equal to or greater than the shoulder width. In this case I'd say increase the hips while simultaneously narrowing your shoulder width. It'll go a long way towards the final sculpt's overall look.
USE REFERENCE IMAGES. Period.This looks nothing like a human being and I hope you're just trolling because I can't understand that you're not able to see it. Anyway, just keep using references and eventually you'll get better.
>>579492>>579474Thank you for giving me actual advice instead of bullying me into submission like the others.
>>579474that advice won't work for him. his modeling is all over the place, flipped normals, tons of polygons on basic areas, no efficiency at all.you are giving advice on anatomy, he needs a little more technique first. learning by observation is always the best way to get started
I took your advice. Does it look any better to you? If not, can you give me some tips?
>>579510we already told you to delete it
Dude why you won't pick some other board to troll?
>>579508It's a combination of problems. Just giving what little info I can to help him work it out.>>579507This board is extremely unfriendly. I don't use blender personally (anymore at least), but if you plan on making it the program of your choice you might want to check out https://cgcookie.com/Community is decent from what I've seen and it should give you a decent start on learning character modeling. I checked it out (when I myself started off learning with blender) for about a month before deciding I wanted to do more high-res sculpting and rendering rather than box modeling or making anything for games. The courses are pretty solid for building a foundation for your own works.There's going to be a lot of boring talk about all sorts of topology, but take it to heart since it'll help out regardless of whether you stay in blender or move on to another modeling program.
>>579514>This board is really unfriendlyThis site is really unfriendly.>>579399If you're here expecting people to not shit on your work, then you're at the wrong place.People give advice sometimes, but shit on you always.
>>579533Probably seems more unfriendly than the other boards because it has such low traffic.Either way, this place isn't a place to get real criticism or help.
>>580252on the contrary. /3/ expects you to not suck completely and circlejerk until dick is raw unlike blenderartists
>>579533>This site is really unfriendly.Could say that about 80 percent of the internet, in all honesty.
>>580253This. You'll need to deal with it as an artist or just quit.
>>579510If you want actual advice from someone who has worked in 3D for years and doesn't care what program you're using here it is:Put this project aside and focus on doing tutorials.I'd recommend starting with making some relatively simple inanimate objects at first, like keys, shoes, spoons, teapots, etc. Make them with as few polygons as you can without compromising form, this is crucial. There's no reason for a car key to go over a thousand polygons for example. Do dozens of these, if you ever get a 3D job odds are you'll be starting with props.Move on to making simple animals, like fish or snakes. Go based on tutorials, but try to find animals with relatively obvious anatomy. People think they can model a dog, but realistically even a fish will probably be way off the first dozen times.Try making a cartoony head. This is with just eyes that can blink and a mouth that can open. Find a tutorial that focuses on line flow and make sure you're getting loops around the mouth, individual eyes, the eyes together, and the whole face together. Forget about noses and ears for now.At this point you might be ok to move on to half dozen anatomy studies *each* of ears, noses, mouths, fingers, legs (without feet), arms (without hands), feet, hands, probably in that order. You wanna do tons of these until the topology becomes second nature. I wouldn't ship any of these, as ears and noses will teach you about building a hand more than you could imagine.Every one of these steps must be done from reference, and should be done from tutorials, at least the first few times. Get on a CG board and post your work once you feel like you've nailed a step. Be prepared to throw everything out and start from scratch.For modelling the software you use doesn't matter. Some software will make certain tasks less annoying. For making things like ears and noses it won't matter at all, as those should be edge modeled anyway.Good luck.
>>580310You're just jealous because he's a natural.
>>580310i think he knows, its just playful baiting
>>580338just hoping it'll be useful advice for anyone really.
>>579399>>579510same as before >>580521
>>580624I'm not OP but I was lurking and this has been pretty encouraging for meI'm an animation student in a place where we've been practicing all the types of animation and in the upcoming year everyone will have to create a final project and I wanted to make it in 3D but I'm still such a noob on it. I've been thinking on making a short that is kinda prop-heavy (in a bedroom or whatever) with two birds as the main characters as I doubt I'll be able to make a decent human looking character.Do you think this could work or a bird is still too hard? Is it tough to animate flying wings?
>>580795Realistic birds are extremely difficult to model, rig, animate, and render. In fact for years everyone avoided trying to animate things with feathers.However birds lend themselves very well to abstract "cartoony" redesigns. I'd recommend making your project heavily stylized, as a consistent look and feel is what sells demo reels and it's easier to model and animate with some smart decision making. Take a look at attached, old cartoons, or Pocoyo for inspiration.Don't get me wrong, Pocoyo was definitely not easy to get right, but going for realistic animals in an animal reel is usually a bad idea. You won't be animating the tiger in Life of Pi 2 for a few years.I've seen some killer animation reels that use subdivided rigged cylinders for a bunch of little animated shorts demonstrating emotion, weight, secondary motion, and so forth.Whatever style you pick try to keep it consistent. Cartoon birds in a hyper realistic cage will be hard to pull off, so get your designs nailed down before you start modelling.Good luck!
>>579399the fuck is that thing?go watch a video on anatomy and sculpting/modeling proper humanoid models first before you dive in dick in hand into some weird shaped charactersdelete that entire model and restart watching tutorials god damn
If your intention was to make the character look like she came from a Ratboy Genius video, then you're succeeding.If not, then delete that shit, find some tutorials, find some reference art and start over.
Just stop for fuck's sake.You should probably give thought to doing something else with your time.