character modelling!!!!

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i am going to start on a character model (a dragon) is their anybody who is able to tell me where to start or are their any dragon tutorials thanks people todge
Todge
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there's a start to finish nurbs multi-patch dragon on www.highend3d.com for maya. Try it out in Houdini
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I dont know how much experience you have with 3d modeling. If your experience is limited I would encourage you to model something that you can get a lot of reference images (cat, dog, tiger). If you go for a dragon you will have to use your imagination, knowledge of anatomy or some conceptual drawings and for someone who doesnt have the training this could be a very frustrating task.

The multi-patch dragon tut on highend3d is pretty good, but nurbs patch modeling is quite different from Maya to Houdini.

I think your best bet is to model simpler objects that you can get your hands on (non-living objects arround your house) untill you have really mastered your modeling tools, whether they are nurbs or polys. Then move into more complicated organic stuff that you can get reference images of(people,animals) adn then move to the fantasy arena. I know this sounds like a long road and it is, but you will be training your eye, you feeling for an object's volume and your modeling speed.

Take care and good luck

RC
Rudy Cortes
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You can attempt top go NURBS route, but IMHO, sub-divs offer the best way. In any program, especcially Houdini, where sub-divs are SO DAMN GOOD.
My reccomendations are;
1. Start by creating front, side, and 3/4 pencil shades. Set the sketches as backround images (in approproate views) correctly scaled.
2. Determine what you want the dragon to do in animation. Using poly tools create a rough animatic style model of the dragon, where all limbs are not connected to the body, and body itself is segmented, with each segment being a separate object.
3. Create an animation of sample motion. If it is easy to do with above animatic then you have a good 3d template to build around. If not then refine the composition of the model until it is animatable. Basically, first build a rig/animatic, then do the beauty geometry. Kapish!
4. Start with head. Keep in mind what kind of facial animation it will have.
My approach is to confine entire head and facial rig to its own object. Then merge the result with body rig.
5. Use animal anatomy books and build the sub-d cages to flow similar to musculature.


Dave Rindner
animator/TD
eyeballNYC
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