Well, I'm a newbie, I admit, but everyone has to start somewhere, right?
Here's the little sesame street typewriter dude I recently knocked up in gmax. I've previously made a nurbs version of him in maya, but this is my fist serious attempt at polygon modelling. I really need to nuke a lot of faces - he's around 1500 (500 just in the subdiv hands)! Then I need to learn how to rig! :)
[img]http://www.sumea.com.au/forum/attached/mcdrewski/20041218215712_one.jpg…]
Crits are more than welcome, but be gentle...
No, I can't claim the invention - As I said above (luckily), this guy is from Sesame Street. Here's some screenshots from the video refs I used...
[img]http://www.sumea.com.au/forum/attached/mcdrewski/2004121942932_ref.jpg[…]
I agree 100% with the balance issues, and that's why I tried to shorten the body a little. Here's a lazy screenshot of gmax to show wires a bit better.
[img]http://www.sumea.com.au/forum/attached/mcdrewski/2004121944229_grey.jpg…]
its a great first model, it would be nice to have a few more shots with an obvious wireframe though, as its hard to tell where polys are and such. i think you also need to develop a bit more shape and variety to the character, right now (with the exception of the hands which are very nice) it is quite squarish and bland, i would say that you should (if the limits of your reference allow it) aim for something a bit more classical ie [url]http://www.totaltheater.com/media/new%20typewriter%20optimized.gif[/url]. finally, his wieght isnt really placed over the wheels equally so he looks as though he might fall backwards a lot, i think moving the wheels into a more central position or nearer the hands ought to do the trick.
that said i do like the original choice of character and so far its been modelled to a pretty good level. looking forward to more