Wolf

Been working on this on and off today
my computers really slow, feel like I couldve done this a lot faster

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Looks quite nice so far, thumbs up! U just seem 2 have some outstanding edge on the X-axis-zero-lvl, where the half-mesh (do U call it like this in english?) meets the mirror-modifier-created other half. But that’s just a tiny little issue & anyone of us who has ever modeled any organic whatever using the blueprint-method, probably knows that problem quite well. Me, I do, that’s 4 sure. Anyway, it shouldn’t B much of a problem 2 fix that later on. So just keep on working & don’t let your computers performance get U down.

greetings, Kologe

After having Windows crash on me, I decided it was the last time I wanted that, I lost a lot of files, I recovered what I could using Recuva, this project was corrupt though. Now I’m on ubuntu studio, and I haven’t had any slowdowns, done this in couple hours.
But, after making placeholders for the ears, I found I can’t select with the right mouse button. It’s weird because I can select vertices with it in edit mode, can’t select the arrows on the 3D Cursor either.
Well here’s my redo, I think its coming along better then my previous one, but if anyone has a solution for my problem please let me know, I had no luck with google.

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Still no fix for my problem, if I want to add objects I have to be sure to have them on different layers, I can only select with A
and small update

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should finish the mesh in a day or two, then might go over it again to fix topology, show more muscles, fix the mouth

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Looks good, really! At least as good as the last time, if not even better:yes:. I’m not perfectly sure but I think it’s unsubsurfed geometry you’re showin’ here, right?
If so, I’m not quite sure weather it ain’t perhaps a bit highpoly? Of course it depends on what U aim 4, weather it’s 2 B animated later, or even realtime-stuff, still-only, sculpting or whatever… At least in the first 2 cases, U may wanna have a less dense mesh later on? I have no experience on realtime-stuff (you’d do a designated lowpoly model 2 bake normal-maps 2 in this case, I assume), but when it comes 2 animating, me personally, I’d definiteley prefer a less dense mesh. Something like the tiger-mesh I did a while ago (I’ll attach an image).
But anyways, as already said, I don’t even know, what you’re aiming at. If it’s meant 2 get a basemesh 4 sculpting (porbably not, if your computer already sucks when it comes to some basic poly-modeling) or 4 a still only, then there’s no problem about it, at all:cool:.

greetings, Kologe

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Well blender works a lot faster on ubuntu, it handles the poly by poly perfectly, and i just tried adding multires to a cube, it can go up level 7 and it’ll start lagging, better then on windows when i couldnt even have the subsurf modifer active.
But it is pretty high poly, and my reasons for doing this are just to have a little fun.
Nice tiger tho, how did animating it go?

Well, even though I kinda exaggerated when rigging it (attempting to simulate muscle-movement without shapekeys, endin’ up with somewhat 230 bones & a whole lot of constraints) so that it effectiveley had some restrictions in movement, creating walkcycles worked quite well. Until I came 2 the point, when I had to make it follow a path. Even though it worked in principle, the tiger ended up pacing along that path as if there was no tomorrow. So in the end, it looked like a weired time-lapse animation. Actually I never found out what went wrong there… but I may perhaps have another look at the project somewhen, in worst case scenario maybe even redoing the walkcycles 2 use the offset-bone-method instead of the stride-path-one as at the time.
greetings, Kologe

paws are a little daunting :P, cleaned the mesh up tho
still have to move some stuff around

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The paws turning out to be a lot of fun

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The paws are awesome!

thanks,
well anyone have any suggestions for my select problem, oh i guess i could try to use the outliner, well i tried setting up a render, couldn’t go and right click to set any kind of material =/, will update in a day or two

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Got rid of the claws for the moment, added more circle loops around the dew claw, deleted the dew claw.
Wondering how my current topology is, anyone interested in looking?
I don’t think its to bad, I have to fix a lot of the shape now though…
side note - 10verts on the top ring, and 8 verts at the shoulder on the main mesh, I think im doing ok.
Worried about the elbow region tho…

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wolfpaw.blend (151 KB)