Search results

Jump to: navigation, search

Page title matches

  • ...ecessary elements you end up working with will save you time and keep your modeling more effecient. [[Character Modeling by Tony Jung Part 2|Go to Part 2]]
    5 KB (838 words) - 12:21, 2 July 2008
  • ...deling by Tony Jung Part 1|Back to Part 1]] | [[Character Modeling by Tony Jung Part 3|Go to Part 3]] Text and Images Copyright © 2004 Tony Jung.
    2 KB (382 words) - 06:45, 17 August 2008
  • ...deling by Tony Jung Part 2|Back to Part 2]] | [[Character Modeling by Tony Jung Part 4|Go to Part 4]] Text and Images Copyright © 2004 Tony Jung.
    4 KB (697 words) - 12:21, 2 July 2008
  • ...deling by Tony Jung Part 3|Back to Part 3]] | [[Character Modeling by Tony Jung Part 5|Go to Part 5]] Text and Images Copyright © 2004 Tony Jung.
    3 KB (609 words) - 12:22, 2 July 2008
  • ...deling by Tony Jung Part 4|Back to Part 4]] | [[Character Modeling by Tony Jung Part 6|Go to Part 6]] Text and Images Copyright © 2004 Tony Jung.
    3 KB (651 words) - 12:18, 2 July 2008
  • ...ng cross-eyed. You can contribute this to bad framing. Three, it gives the character some "life". ...a brute-type, so a nice round chin isn't going to cut it for this type of character. I want to get a squared-in dimpled chin.
    2 KB (300 words) - 12:15, 2 July 2008
  • ...ar. Now the first thing that I do, which is consistent with what I do when modeling anything is consider the edge flow/topology in the simplest manner possible ...p" while I model the ear more often that I would like, which just slows my modeling.
    3 KB (632 words) - 12:15, 2 July 2008
  • ...xclusively. I think edge modeling is more appropriate term for the type of modeling I do, because the only time I actually work with a box is in the very begin ...deling by Tony Jung Part 7|Back to Part 7]] | [[Character Modeling by Tony Jung Part 9|Go to Part 9]]
    2 KB (305 words) - 12:16, 2 July 2008
  • Finishing up the body portion of the character. Lower abs, some fatty obliques, and lower back. ...deling by Tony Jung Part 8|Back to Part 8]] | [[Character Modeling by Tony Jung Part 10|Go to Part 10]]
    3 KB (434 words) - 12:14, 2 July 2008
  • '''Modeling the Hand''' ...hing that was difficult for me as an traditional artist, but because of 3D modeling it has helped me with sketching and drawing hands.
    3 KB (649 words) - 12:13, 2 July 2008
  • ...area I am modeling also the upper body doesn't obstruct my view while I am modeling the lower body. I select 4 vertices from the butt region and the groin regi ...ling by Tony Jung Part 10|Back to Part 10]] | [[Character Modeling by Tony Jung Part 12|Go to Part 12]]
    6 KB (1,090 words) - 12:13, 2 July 2008
  • ...er needs to envision how the foot will eventually need to look like, while modeling it in a very unnatural neutral pose. ...moving on to adding detail to the character with Zbrush to really make the character pop and texture mapping. Adding clothing and accessories. And finally to po
    3 KB (604 words) - 15:05, 3 July 2008
  • ...te walkthrough of modeling a human character from scratch, created by Tony Jung.''' *[[Character Modeling by Tony Jung Part 1 | Roughing Out The Head]]
    854 B (124 words) - 13:21, 5 August 2008

Page text matches

  • ...te walkthrough of modeling a human character from scratch, created by Tony Jung.''' *[[Character Modeling by Tony Jung Part 1 | Roughing Out The Head]]
    854 B (124 words) - 13:21, 5 August 2008
  • ...ng cross-eyed. You can contribute this to bad framing. Three, it gives the character some "life". ...a brute-type, so a nice round chin isn't going to cut it for this type of character. I want to get a squared-in dimpled chin.
    2 KB (300 words) - 12:15, 2 July 2008
  • ...if specific software tools are used, the emphasis is mostly on general 3D modeling. To add your own tutorials, click [[How To Contribute To This Wiki | here] *[http://www.guerillacg.com/home/3d-polygon-modeling/the-polygon Guerilla CG Polygon Basics] - High Quality video explaining how
    2 KB (372 words) - 14:04, 30 September 2009
  • ...area I am modeling also the upper body doesn't obstruct my view while I am modeling the lower body. I select 4 vertices from the butt region and the groin regi ...ling by Tony Jung Part 10|Back to Part 10]] | [[Character Modeling by Tony Jung Part 12|Go to Part 12]]
    6 KB (1,090 words) - 12:13, 2 July 2008
  • ...ar. Now the first thing that I do, which is consistent with what I do when modeling anything is consider the edge flow/topology in the simplest manner possible ...p" while I model the ear more often that I would like, which just slows my modeling.
    3 KB (632 words) - 12:15, 2 July 2008
  • ...xclusively. I think edge modeling is more appropriate term for the type of modeling I do, because the only time I actually work with a box is in the very begin ...deling by Tony Jung Part 7|Back to Part 7]] | [[Character Modeling by Tony Jung Part 9|Go to Part 9]]
    2 KB (305 words) - 12:16, 2 July 2008
  • '''Modeling the Hand''' ...hing that was difficult for me as an traditional artist, but because of 3D modeling it has helped me with sketching and drawing hands.
    3 KB (649 words) - 12:13, 2 July 2008
  • Finishing up the body portion of the character. Lower abs, some fatty obliques, and lower back. ...deling by Tony Jung Part 8|Back to Part 8]] | [[Character Modeling by Tony Jung Part 10|Go to Part 10]]
    3 KB (434 words) - 12:14, 2 July 2008
  • ...deling by Tony Jung Part 1|Back to Part 1]] | [[Character Modeling by Tony Jung Part 3|Go to Part 3]] Text and Images Copyright © 2004 Tony Jung.
    2 KB (382 words) - 06:45, 17 August 2008
  • ...deling by Tony Jung Part 2|Back to Part 2]] | [[Character Modeling by Tony Jung Part 4|Go to Part 4]] Text and Images Copyright © 2004 Tony Jung.
    4 KB (697 words) - 12:21, 2 July 2008
  • ...deling by Tony Jung Part 3|Back to Part 3]] | [[Character Modeling by Tony Jung Part 5|Go to Part 5]] Text and Images Copyright © 2004 Tony Jung.
    3 KB (609 words) - 12:22, 2 July 2008
  • ...deling by Tony Jung Part 4|Back to Part 4]] | [[Character Modeling by Tony Jung Part 6|Go to Part 6]] Text and Images Copyright © 2004 Tony Jung.
    3 KB (651 words) - 12:18, 2 July 2008
  • ...er needs to envision how the foot will eventually need to look like, while modeling it in a very unnatural neutral pose. ...moving on to adding detail to the character with Zbrush to really make the character pop and texture mapping. Adding clothing and accessories. And finally to po
    3 KB (604 words) - 15:05, 3 July 2008
  • ...ecessary elements you end up working with will save you time and keep your modeling more effecient. [[Character Modeling by Tony Jung Part 2|Go to Part 2]]
    5 KB (838 words) - 12:21, 2 July 2008

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)