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riley




Posts : 62
Join date : 2009-11-25
Age : 42
Location : liverpool

unit 65 development Empty
PostSubject: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:03 pm

unit 65 development Screen22
starting with a cube i aplied four sections to each side. i then made it editable and started to add more sections using the ring selection. i then pulled out points in order to form a rough head shape.


Last edited by riley on Wed Dec 16, 2009 5:00 pm; edited 1 time in total
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riley




Posts : 62
Join date : 2009-11-25
Age : 42
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PostSubject: riley: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:05 pm

unit 65 development Screen23
i then carried on until i had a better head shape.
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AdeleBurghall




Posts : 62
Join date : 2009-10-05

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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:08 pm

you have really got a good head shape going on. would like to see some of the body now gettin done.
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riley




Posts : 62
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PostSubject: riley: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:09 pm

unit 65 development Screen24
i extruded the pollys down to form a neck shape, each extrusion i then scaled out until i had shoulders formed.
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riley




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PostSubject: riley: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:12 pm

unit 65 development Screen25
with the knife tool i started adding cuts then moving the points to further enhance the shape of the profile.
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riley




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PostSubject: riley: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:15 pm

unit 65 development Screen27
i used the same method of extruding pollys, adding cuts and repositioning points to form the body and legs.
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riley




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PostSubject: riley: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:17 pm

unit 65 development Screen28
i then started to exrude the shoulder pollys to form the top part of the arm.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:28 pm

highlighting the top pollys of the head, i t[url=https://servimg.com/view/14579292/47][img]https://i.servimg.com/u/f17/14/57/92/92/screen30.jpg
I highlighed the top pollys of the head then split the pollys and joined the bottom parts to the head.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:30 pm

unit 65 development Screen31
morwe detail to the face using knife tool and moving points
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:33 pm

unit 65 development Screen32
face from other side.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:34 pm

unit 65 development Screen33
i highlighted the leg pollys and extruded the points in order to form pants.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:38 pm

unit 65 development Screen34
modeling the arms adding more definition to the muscle.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:41 pm

unit 65 development Screen35
this is the front view with adda hands
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:44 pm

unit 65 development Screen37
hands close up.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:47 pm

unit 65 development Screen38
added knee pads and lower pants using points.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:49 pm

unit 65 development Screen39
rear of the knee pads and more detail to the pants.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:52 pm

unit 65 development Screen40
arse modeled.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Dec 15, 2009 2:58 pm

unit 65 development Screen41
modeling the face
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyWed Dec 16, 2009 4:52 pm

unit 65 development Screen42

face detail.
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riley




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PostSubject: Re: unit 65 development   unit 65 development EmptyWed Dec 16, 2009 4:54 pm

unit 65 development Screen43

more face detail (front)
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riley




Posts : 62
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PostSubject: Re: unit 65 development   unit 65 development EmptyWed Dec 16, 2009 4:58 pm

unit 65 development Screen44
more detail to face including lips, it also now has eyes.
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Declan

Declan


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PostSubject: Re: unit 65 development   unit 65 development EmptySun Jan 10, 2010 10:19 pm

In my opinion this is the best model I've seen posted on the forum by far sir. You've got very clean loops and it looks rather professional I must say. I think that your fingers need a bit more work though, and it does look like the top / midle of the head has a lot more geometry compared to the rest of it. But other than that bit of nitpicking, I'd marry it.
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dannyboy91




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PostSubject: Re: unit 65 development   unit 65 development EmptyMon Jan 11, 2010 2:19 pm

the models proportion's are lovely and anatomically correct. It also has a really neat and tidy topology riley, i would be proud to call this model my own.
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riley




Posts : 62
Join date : 2009-11-25
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PostSubject: Re: unit 65 development   unit 65 development EmptyTue Jan 12, 2010 4:49 pm

unit 65 development Screen46















this is the modeling done and beginning of rigging
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Kizz (AW)

Kizz (AW)


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Location : Whereever I lay my phone (that's my home)

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PostSubject: Re: unit 65 development   unit 65 development EmptyWed Jan 20, 2010 1:44 am

Wow, doc, this is heavy.

That's a might fine model you've got there, looks just like the ones you see in tutorials and the like. The kind of model everyone aspires to create, but always fails in replicating. So props to you, sir. If your rigging turns out as well as the rest of the model, well, I think you'll have one of the best animations in the class. But don't forget that the animation has got to be good, you won't impress with the model alone.

Keep it up, brosef.
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