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ForumsShowcase → My humunculus
My humunculus
2006-07-21, 10:16 AM #1
I hope I spelled that right lol

Well, the body and especially the feet aren't close to finished but I'm looking more of how the head is and how proportions seems to peeps. Whatcha think?

The pixilation is just to make sure Massassi won't get into a fit w/ me because he technically is nude......
Attachment: 13276/humunculus.jpg (17,742 bytes)
Attachment: 13277/humunculus2.jpg (12,458 bytes)
Attachment: 13278/humunculus3.jpg (13,956 bytes)
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2006-07-21, 10:35 AM #2
FYI he has no neck.
2006-07-21, 10:48 AM #3
he looks like he is made of putty.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-07-21, 11:46 AM #4
But does the face and proportions look okay?
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2006-07-21, 11:59 AM #5
Humonculus, I believe.

And he has no toes... poor soul.
Seishun da!
2006-07-21, 12:33 PM #6
Quote:
But does the face and proportions look okay?


No.
Wikissassi sucks.
2006-07-21, 1:00 PM #7
http://www.3d.sk/
"Nulla tenaci invia est via"
2006-07-21, 1:23 PM #8
I think the shoulders are too wide and the feet too small.
Sorry for the lousy German
2006-07-21, 2:21 PM #9
Hands are fine, but fingers need to be different lengths. Look at your fingers, then look at his.

The ankles need to have more of a curve, and the feet need to be longer. A proportionate human is approximately 7.5 hands tall. Use that to judge the height.
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2006-07-21, 4:12 PM #10
His shoulders are far too broad and his neck too thick. I think you should give him a flatter chest for now, also.

Always remember the golden ratio, also (or just base the model off the Vitruvian Man).
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz
2006-07-21, 4:25 PM #11
the shoulders seem to be too far forward as well
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2006-07-21, 4:56 PM #12
He seems to lack a waist too.

I think the eyes are too far apart too. If not, narrow the bridge of the nose.
nope.
2006-07-21, 6:49 PM #13
The head is too small for those shoulders. Or the shoulders are too wide in general.

http://www.cdmedia-studio.com/port8.htm

[Edit]Just out of curiosity, what program are you using. Also, what method are yoou using to construct your model? Face loop splitting? NURBS patches?
Marsz, marsz, Dąbrowski,
Z ziemi włoskiej do Polski,
Za twoim przewodem
Złączym się z narodem.
2006-07-21, 7:26 PM #14
You know what that reminds me of.. that guy you could like stretch across the room.. stretch armstrong maybe?
"Nulla tenaci invia est via"
2006-07-21, 8:11 PM #15
Are the proportions really that hard?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-21, 9:27 PM #16
*bites tounge*

I was doing this just on gestamation since I couldn't find any good reference pictures, and my big focus at first was getting a decent looking face.

I changed the finger lengths. I'm doing another detail pass on the chest and waist (now that I have good reference pics thank you Ric_Olie) since this is destined to be animated and filmed....

My method of creation was low-poly 3do and then applying a mesh smooth. Is this foolish and should I start from scratch in a different manner, cause this is how I was taught to do organics.

I'll get some new screenies after changing the body around.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2006-07-21, 11:13 PM #17
Originally posted by Descent_pilot:
My method of creation was low-poly 3do and then applying a mesh smooth. Is this foolish and should I start from scratch in a different manner, cause this is how I was taught to do organics.


Starting with a block/low poly object is a great way to go. Use face loop splits to get gradually more detail and move your verts as you please. Mesh smooth should really only be applied to the final mesh.

This is kind of what I'm talking about: http://maxrovat.sns.hu/subdiv/subdivmodeling.htm

Of course, that isn't the only way. It's a way I've found to be a good balance between time spent and getting the detail I need. Experiment.

[Edit]After seeing this and giving out advice, I almost want to start modeling again.
Marsz, marsz, Dąbrowski,
Z ziemi włoskiej do Polski,
Za twoim przewodem
Złączym się z narodem.
2006-07-22, 12:38 AM #18
Originally posted by Z@NARDI:


I see boob!
2006-07-22, 1:13 AM #19
[QUOTE=Pedro T Hutt]Humonculus, I believe.[/QUOTE]Homunculus, actually.
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2006-07-22, 11:20 AM #20
Hence why I said "I believe", haven't read Fullmetal Alchemist in a while. >.>;;
Seishun da!
2006-07-22, 1:50 PM #21
Originally posted by Ric_Olie:
Starting with a block/low poly object is a great way to go. Use face loop splits to get gradually more detail and move your verts as you please. Mesh smooth should really only be applied to the final mesh.

Sounds like you could skip all that and just use ZBrush. :v:
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-07-22, 5:09 PM #22
It can't be a Humuncwhatever from FMA; those things look like people.
Wikissassi sucks.
2006-07-22, 5:31 PM #23
Originally posted by Emon:
Sounds like you could skip all that and just use ZBrush. :v:


Not everybody can afford ZBrush. ;)
Marsz, marsz, Dąbrowski,
Z ziemi włoskiej do Polski,
Za twoim przewodem
Złączym się z narodem.
2006-07-24, 5:08 AM #24
I think the face is not too bad, apart from the facts that the jaw/chin area is too wide and that the face lacks cheekbones.
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