3D Horse Work In Progress - Andalusian
Hello and Hi there :). I am working on a 3D horse and though I love horses and have studied how they are put together and shown my progress on flickr and deviant art, I haven't really gotten any constructive feedback on how I'm doing. I don't think I will ever be 100% happy with it but I'd like to get it as close to realistic as possible. This is the basic form though I am still working on it and trying to place the mesh as ideally as possible to keep it not too big a file while still looking smooth as well as optimized for rigging, animation, and texturing. I'll be posting more pictures later today or tomorrow. Body is based on a Andalusian mare, head is based on 3 Andulusians, 2 stallions, 1 mare.
Note: the ears are a sculpt, its a type of 3D map some 3D programs can use and that Second Life uses. Because of the way it works the 'poles'/ 'ends' often have a gathered appearance - the tip of the ears of the horse at the moment look like this as I am currently using the sculpted version from a related project.
From my flickr description: Progress on the Mesh Horse. Breed: Andalusian. Shown with the mesh head and sculpt ears. Body still needs a lot of work. Front hooves done. Back hooves do not have bottoms yet.
Head to be integrated once I am confident the neck looks correct.
2 addition views can be seen on flickr, more straight on views of side, front, back, bottom, and top.
Flickr - 3D Horse Progress (flickr is having issues at the moment, so i would suggest looking at those later if you can't see them right away)
Thank you for looking and any feedback, good, bad, constructive, etc.
I've enjoyed this forum for several years, it has helped me discover new things about horses, most notably in my knowledge of color genetics.
My DA account: KilynnTor (Jessica) on deviantART
Peace and Carrots
A 3D Horse Avatar I am working on for Second Life. Made in Hexagon 2.5. This vid is to show progress and get some feedback before I finalize the model before I rig it. I may make changes even after rigging it but would like to finish everything off model wise before going to that step - mouth and eye poses excluded.
Feedback Wanted even on those points I mentioned.
Wireframe views: FSHorse_WireframePerspective | Flickr - Photo Sharing!
Wow. That looks pretty cool. I did 3D imaging and Animation back in the day with Blender 3D. I still do some when I get board but creating a horse like this would be allot of work. I don't know what the Hexagon program is like or if it's as complex as Blender, but I do know either one takes allot of work and detail. Good Job.
I have to work with Blender later to do the rigging. It is more complicated as it gets added to but I've heard that it is a bit easier to work with. At least some are trying to make it more user friendly.
Hexagon 2.5 is free at the moment and so is the latest pro version for Daz Studio. I recommend snatching those up, esp the Daz Studio (DS|) while you can.
Making the horse is a lot like carving and modeling clay, esp as I start with a box. It is a lot more forgiving that wood or other hard materials though. I am trying to keep this from being insanely heavy polygon wise and still have to add the mouth and eye poses. Working on defining some muscles without having to add to the polygon count at the moment. I have had some time to step away and see where I need to fix and also someone at the sluniverse forums saw some things that need defining.
Peace and Carrots,
Very cool! You seem to be very talented <3
One thing that does seem a bit off is where the cheek bone is connected to the neck. I think the cheek bone needs a bit more definition added to it? It connects to the bottom of the neck in an odd way when looking from the side.
Wow that's amazing!!! I used to do 3D Rendering, it's a lot of fun!
If I were to be super picky, I'd say the front legs are about 2 hairs too thin, but otherwise it's really really nice!
Zexiouse: Thank you :)
Minimom24: noted, I'll look into it and bring in another ref photo to see how that can be improved.
Skyseternalangel: from the side, front or from an angle?
I am working from ref images but the from front/back might be a bit off. it's hard to keep a consistency when the ref model from the side and front/back are different. Some guesswork had to be done for the front/back width.
2 other places I have posted said the back end was off, needs rounder pronounced cheek, needs smaller muzzle, and needs softer rounder hips.
I have looked at some Andalusian models online in past week, I was trying to stay away from them in order to create my own unique model. They have one thing over me that I do not have, access to live horses to study for hours and be able to take their own pictures. I can not put in really fine detail into this, just the major muscle groups but I can see where I need to make changes. Details will be in the textures and bump/normal maps.
Thank you for all the input so far and hope to post an update later today. My fiance` is already driven to distraction when I mention changes and things I should just rig it and get it processing into SL already :P He may find later that this is only the tip of the iceberg concerning my perfectionism when applied to horses, especially if I ever can afford to buy/keep my own in the future. Besides he should know better, he has his own perfectionist tendencies towards his own projects XD.
Here is where I think it needs a Tad bit more definition. I think it needs a bit more of a V under it than a big U. It could also be hard to picture because there is no hair yet. So that makes things look odd.
Andalusian (from what I googled) seem to have big strong cheek bones. (I dont know if that's what they're called. lol).
|All times are GMT -4. The time now is 01:37 PM.|
Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
vBulletin Security provided by vBSecurity v2.2.2 (Pro) - vBulletin Mods & Addons Copyright © 2016 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2016 DragonByte Technologies Ltd.