Monday, October 10, 2011

Self-Critique Part 2


For the assignment this week we were asked to self-critique five of our portfolio pieces that has poor proportions. This will be kind of interesting since some of my models were created for me and I rendered them on the computer, but I do have pieces that fit this task.


Bill Bee





I like Billy, but his head is too small for the rest of his body. Even if it's meant to be a cartoon design, I still should had applied the one-third rule. The model just looks off given that his body is actually fairly muscler compare to the rest of him. His arms are also too long for his body

The hands are also too small for his body and it look likes he can't even pick up a pencil, especially compare to his feet, which are fairly big. The wings are also too small and I should had enlarged them. Granted, it's supposed to be cartoony, but it doesn't look right no matter how you try to spin it.




Robot



Once again, the head is too small compare to the body, although it doesn't look as bad as Billy. The hands are better proportioned, but not by much. The fingers are also the wrong length compare to the rest of the hand. The feet, despite it being a robot, are too big and needed to be sized down. I also think the eyes should had been little bigger. Also like Billy, his arms are too long.


Male Exercise



This is based on a excise I did in one of my drawing class. This isn't part of my original portfolio, but I am not that strong of a figure drawing. Although this is more of a test, the dimensions are off. The hands are far too small for his arms and so are the feet. Even if this is a track, there is no excise to why the elbows and knees are off and are too small small.



Figure Drawing



This is a scale model I did for my Figure Drawing class. This was also an excise to help me work on the dimensions of the human body. This is more developed than the above, but it sill has its problems. The head it too big and little too egg shape. The hip area could be bigger and the hand area is too small. The knees are also uneven and they are not parallel to each other. The belly button is also too low on the body.


Woman's Face



This is another excise from my Figure Drawing class. The who point was to make a realistic looking face, but I fall short of that. The eyes are off center and too big for her face. The nose has a narrow bridge, but the nostrils are overly big. The lips are a little too small and also off center. The hair is not done well and come across as a blob.



Saturday, October 1, 2011

Researching Resources part 2

We were asked to go to one of the sites we we explore and post our best 3D or 2D work and ask for some honest feedback. I will say this assignment made me nervous since I didn't know how people would respond to me work. I am still very much a beginner in this field of study, but the site seemed very opened minded, so I jumped right in.


After two days, I got a surprising amount of feedback, most being positive. They also gave me good suggests and links I can use to improve myself for future use.


The best of the three posts I received were these:


What are you using to render? Mental Ray? I'd advise you to remove all textures before lighting and simply light your grey surfaces as best you can. Once your lighting is looking really good, throw in the textures and render them in a pass.

What are you goals for lighting? What time of day, what mood? Is this meant to be a game environment or a high-res still render?

My first crit for lighting is that your lights are very colored. Most lights are very near white in color (with the exception of neon or party lights) Also you might want to research Ambient Occlusion and use that in your scene.

You should keep the same exterior througout. Example: a bright blue sky.

GL. Keep it up.





Learn this : http://forums.cgsociety.org/showthread.php?t=650761
I learned how to proper light a scene with this article.





I think that it is a good start but you really need to try and maximize your UV space and make some of the textures a bit sharper, right now all the colors are blurring together. Also the texture on the window of the sunset does not really match the scary broken down house that you are portraying I would try a simpler texture that matches the mood of the whole scene.
The actual lighting in the scene seems flat so make sure that you have cast shadows turned on with your light source this will make the whole scene look more believable. As far as the lighting goes you should figure out were the light would be coming from a simple spotlight from the window and an omni light would work in this scene. By doing this and really figuring out the mood you want to portray by simply turning down the saturation of the lights and changing the colors of the lights will really help.

Also try high poly bakes on some of the elements of the scene to round out some of the hard edges.
http://cg.tutsplus.com/tutorials/aut...ap-in-3ds-max/

Hopefully this helps.
keep it up 





Very good and useful information for the future. Thank guys.