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>> No.700894 [View]
File: 128 KB, 683x485, 1493151639245.jpg [View same] [iqdb] [saucenao] [google]
700894

>>700893

Some images are in the sicky. T pose only looks good with muscle based loops imo. With clothes or arms down you can use bendy tube.

>> No.698649 [View]
File: 128 KB, 683x485, 1493151639245.jpg [View same] [iqdb] [saucenao] [google]
698649

>>698594

There are some in the sticky.

>> No.562013 [View]
File: 151 KB, 683x485, 1465441288365.jpg [View same] [iqdb] [saucenao] [google]
562013

>> No.552513 [View]
File: 151 KB, 683x485, 1324401555181.jpg [View same] [iqdb] [saucenao] [google]
552513

>>552508
You can reroute your edge flow after this, delete certain edges and make poles.
This image is from the sticky but the optimal topology really depends on what you plan to do with the model, like how far you think the arm may extend and what clothing may go over the arm, etc.

>> No.458583 [View]
File: 151 KB, 683x485, 1324401555181.jpg [View same] [iqdb] [saucenao] [google]
458583

>>458529

>> No.430592 [View]
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430592

>>430589
1)
you don't have to learn one before the other, though *hard surface* objects are significantly easier to make then organic models.

2)
>effect on how I should go about learning software
not really
>static model is handled very differently
your ending topology should be following something called an edge flow. All objects have an edge flow. It's important to visualize this before jumping into your model.
If you have good topology, your creations will naturally look better. Your object will also deform much better when it comes time to getting ready to animate. Pic is example.

3)
Maya is a good choice. It's currently the best general use program. You will be able to do everything in order to make your first small animations.
If you aren't in the habit of hitting ctrl+s to save your file, you need to get in it. It's just good practice. Maya is a very complicated program and will crash on you from time to time. it's better to lose 5 minutes of work vs 30 minutes of work.

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