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Kohaku's Video Room / Re: Latest Kubo/Denpa Video Thread!
« on: November 13, 2008, 03:25:08 AM »
Kubo... yeah he was one of the test player in MBAC.
And his Sion is very hot.
I love Sion.
And his Sion is very hot.
I love Sion.
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I think it would've been priceless in the end if there was a clip of Kijea laughing in front of his computer.
Movie would be better if you didn't HYPE IT TO SHIT.
It made me lol though.
I envy you guys.
Me in korea so not possible to participate.
Hope a nice party and tournament.
You should come on day here one day dude! Where you from? Seoul, Incheon?
Trust me, 3d is just annoying and tedious, especially at high levels. I've been doing basically nothing but 3d for the past 3 years of college and I've come to absolutely abhor it. This is why I have mad respect for anyone who actually works 3d as a career.
And really Animeruko, Maya is only better for organic modelling. Max is considered easier to use for inorganic shit, like architecture and such. With that said, the differences aren't that huge. I'd say it mostly comes down to personal preference in what program you're more comfortable with.
Min, if you'd like some more constructive feedback than "make him meaner", I've got three bits of advice that might help. First off, his eyes are too much of perfect ovals. Try using Soft Selection to gradually nudge down the top edges of his eyes to form a more angry looking triangular eye shape. Also, the mesh around the mouth is just plain confusing. Have you heard of edge looping? Look up some tutorials on it to help understand how to model out facial features. As of now, it looks like the mouth is just a row of verts pushed in. On another note, do you know anything about back lighting or three point lighting? Putting a moderately strong spot light down on the model is good, but adding in one or two faint omni lights behind him adds a lot to even a simple render. Finally, your model looks too uniformly smooth. Did you apply a Mesh Smooth or Turbo Smooth modifier to it? Try learning about Smoothing Groups instead. You can selectively control which areas get smoothed and how they smooth together with other areas.
Eh, you stole that off my DA. Original picture below. At least credit my work if you're going to use it.