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Ravager

wolfs, yes it sounds crazy...

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yeah, it sounds crazy, but i guess it's worth a shot. i am trying to create wolfs, specifically wolfs from the anime Wolf's Rain.

for now i am going to start with Kiba (the white wolf), so far i made an "outline" of him from these images:

 

post-9472-1194913643_thumb.png

 

post-9472-1194913794.jpg

 

... i am beginning with the nose, then up the face. however, i might need some tips like how to model a wolf's mouth and the eyes.

here is what i have so far in wireframe:

 

post-9472-1194913913_thumb.jpg

 

post-9472-1194913929_thumb.jpg

 

post-9472-1194913945_thumb.jpg

 

hope you like it so far, even though it sucks

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Dont' be so hard on yourself! The outline is a great start. That is a very good implementation of that idea. Good luck.

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I agree, the outline looks really good, but I think you're oversplining on the nose part.

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I have never modeled with this outline concept before so it would be interesting to see your progress and learn something.....don't give up!!

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I like where you are headed with this approach. I think we all could learn from this...please post progress!

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At first I also thought too many splines in the nose but on second thought you may NEED that density for creating facial expressions.

 

I would consider keeping patch count lower on the rest of the model.

 

 

-vern

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ah man i was thinking of doing this!....after my many, many....unfinished projects :P....

 

but i agree great out line!

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thanks for the encouragement guys! here is an update on the model, only in wireframe.

oh, and i am only doing half the face... because i know i can duplicate it later

 

post-9472-1195182259_thumb.jpg post-9472-1195182286_thumb.jpg

 

 

please let me know of anything that is needed so far.

 

one more thing.... why haven't you started on this, the_black_mage? do you have a lot of work eating up your lifetime too?

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...well, here's another update, half way done, at least with the model's flesh.

(hmmm, i wonder why no one has replied yet...)

 

(Wireframe)

 

post-9472-1195367191_thumb.jpg

 

post-9472-1195367226_thumb.jpg

 

post-9472-1195367255_thumb.jpg

 

 

Toon Mode

 

post-9472-1195367283_thumb.jpg

 

post-9472-1195367299_thumb.jpg

 

post-9472-1195367315_thumb.jpg

 

if there is anything that you guys think should be edited, or even encouragement, please post it!

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If you are going to toon render, I would definately cut down on the amount of splines. You also have a few problem areas (3 spline intersections).

 

Here's is a wolf model from the AM extra cd. This should give you a good idea of the spline layout.

wolf0.jpg

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You are making good progress, but down in the center of the chest it looks like you might have a couple of fishnet splines that will cause problems later on. Your control point intersections look like the splines are making right angles with themselves rather than being more or less continuous curved lines. If I have time this afternoon I will fire up photoshop and circle the splines in question. You want to fix this before you go to much farther, as it will cause problems with copy flip attach comands.

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ok, that sounds good, thanks! so far i have stopped here, let me know what needs to be fixed, and i will get on to it in my spare time.

 

post-9472-1195514098_thumb.jpg post-9472-1195514263_thumb.jpg post-9472-1195514328_thumb.jpg

 

 

post-9472-1195514422_thumb.jpg post-9472-1195514566_thumb.jpg post-9472-1195514632_thumb.jpg

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Hi Ravager...

 

 

The idea of following the guide lines was excellent, but the implementation is showing a lot of technical mistakes...

 

- first and more important rule when you are modeling...a single cp CAN´T be a vertex for more than 4 patches (1)

 

- Watch out for segments of the spline (2)

 

- Use the hooks with care (3)

 

- It is inadvisable to use hook in patches with 5/3 cps (4)

 

I put some indication in your image as examples

 

w5.jpg

 

Keep us updated... Good luck ...

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why are you rendering in toon render? its hard to tel if the model is right or not...save that for a final version. also, do you plan on using hair?

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xtaz, could you give me some advice on how i am to fix these situations that you have pointed out (ex, should i replace some hooks with 5 point patches) that would be great

 

...and mage, i render it in toon render because it is an anime character, therefore i believed that it should be rendered in toon mode, to see if it works out or not in toon mode. and i do plan on using hair ^_^

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we'll you can't see any flaws in the mesh if its in toon (especially when theres no shading). and i'm not sure if using hair will work unless you strategize it so that its not on the whole body...cause having on the whole bod doesn't sound like it would work out O_o....

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we'll you can't see any flaws in the mesh if its in toon (especially when theres no shading). and i'm not sure if using hair will work unless you strategize it so that its not on the whole body...cause having on the whole bod doesn't sound like it would work out O_o....

 

You make lots of sense, but I decided to try it anyways..... and I will now do them in "Final" mode for you ;)

and yes, I added fur.

 

post-9472-1198448237_thumb.jpg

 

post-9472-1198448272_thumb.jpg

 

post-9472-1198448292_thumb.jpg

 

post-9472-1198448346_thumb.jpg

 

any suggestions/comments would be appreciated (took me forever to groom it)

oh, btw, how do you make the ends of the hairs pointy instead of edges?

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ok number one its goging to need to be much denser, or thicker using the time line. if you plan to do toon render the only way to can possibly render hair is to you the timeline for the thick ness to that its thick at the base then curves thing at the tip like the hair on this character....

 

Aaronhead.png

 

and this character

 

Untitled.png

 

 

though your doing the hair for fur you will need to have it in specific areas rather than on the entire body(unless you somehow get that to work).

 

also one thing about your paws is that wolves have 4 paw toes...what ever they're called.

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