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Flynny
10-01-2007, 08:43 PM
Naruto Challenge | Flynny | Nine Tails
http://www.gameartisans.org/contests/competitions/uploaded_thubnails/35-game-3d-art-1739-1191282422-thumb.jpg

Flynny has entered the competition!

Flynny
10-01-2007, 09:14 PM
Finally made it ;)

Heres my concept going to probaly go with the simply fox like body but with plenty definition.
http://www.kflynn.co.uk/concepts.jpg

This comp gives me the much needed excuse to learn Max, any tips on work flow are much apreciated (im coming from xsi ;( )

Chasarsis
10-01-2007, 11:14 PM
http://img.photobucket.com/albums/v416/temetry/challenger.jpg

Welcome to the fight dude! Nice to see someone modeling Naruto in this form :D

Flynny
10-04-2007, 05:12 PM
Slowly coming around to the Max workflow, its a bugger ^^

http://www.kflynn.co.uk/1.jpg

going to start over but this is my 1st decent crack at it, its waay too mushy but I know the tools a little better now ;)

1 major gripe im having is translating sub-objects about a point in space that isnt the [centre of selection]
Ive read in the manual im to lock my selection, and turn snapping on, which I have done but with no joy ;(

EVIL
10-04-2007, 06:28 PM
I thought you where going to model the nine tails and not naruto

Flynny
10-05-2007, 12:48 AM
going to slowly get there, improving with the tools a bit ;) just still stuck on rotating sub objects about a point in space tho ;(

http://www.kflynn.co.uk/2.jpg

looks like crap i know but im building it in pieces aint that confident with organic stuff ;)

Ged
10-05-2007, 06:20 AM
hehe he looks constipated :P though it would be devistation for konoha when he lets rip.

maybe the tails need to look longer and have more swooshy power

Flynny
10-06-2007, 12:30 PM
yeah the tails are essentially my little experiment of having a long box with 1 divide, and a bend + mesh smooth modifier on them, quite cool ;)
they will defo be longer and more energetic when rigged heh, i intend to animate this bugger ^^

Im thinking about having naruto as a kind of neck piece dangling, what ya think?

YdoUwant2know
10-07-2007, 12:52 AM
Be careful with the mesh smooth modifier in max. While a nice tool, it can shoot your poly count up very very fast. Mesh smooth nearly quadruples your polygon count.

You are generally much better off just modeling the object out. You will have better control over your poly use, and with practice, you will get a better result with less polygons.

For a first model in max, it is looking good. If you are planing on animating your model, it would be a good idea to model him in a more neutral pose. This will make rigging your character a lot less of a pain.

Flynny
10-08-2007, 01:52 PM
Thankyou for the advice but dont worry too much ;)

Sadly for the time being im going to have to put this on hold until after I have finished my final pieces for my Animation reel.

Hoping to raise some eyebrows for a junior position this october at the london game career fair, cheers it will be done! ;)