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February 12, 2006
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:iconcharleyfox:
A 3 dimensional model of Krystal from StarFox Adventures that I'm working on. The model is complete, and I'm currently in the process of rigging it for animations. The model was created using Lightwave 8.5

Update 05/24/07: Enhanced the model a bit with new hands, feet, tongue, and hair, and I've turned it over to Little_Dragon to rig for the Poser community.

Krystal is copyright Nintendo
:icon:
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:iconsuperbluefox123:
Awesome. If i could i wikour model possibly.

--

Girl Brony!!C:
~15thefurry Was liek, here.
Look up awesome in the dictionary, You'll see your name.

You call it shit, I call it beautiful.
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:icondaymond42:
~Daymond42 Apr 26, 2011  Hobbyist Digital Artist
I'm not sure if I've ever given you a proper thank you for making this model. Just one look at my gallery will show that your work and LD's work contributes to a major part of my 3d rendering. For that, I'm very grateful.
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:iconblackened2006:
oh man im such a big krystal fan. you gotta message me and give me some tips for making her. did u use maya perhaps?
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:iconkursedm111:
~kursedm111 Feb 19, 2011  Hobbyist Traditional Artist
that is soooo cool !!!! how did u do that???

--
❒ Taken
❒ Single
✔ Mentally dating a fictional character

Luke, I am ur father

REALLY?!

pfft NO! Gotta for a minute there didn't i! U should've seen your face!

-Livia O
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:iconagentjeicemib24:
ByThe Way Are All these 3d Pictures of Krystal
Screenshots From Gmod?

--
J.W.
"Yippie kay-yay, mother@#!%er." - John McClane (Bruce Willis) in Die Hard (1988)
"We are the Men In Black." "You Sorry Little Ingrates!" - Agent Zed (Rip Torn) In Men in Black (1997)
And Men in Black II (2002) :mib:
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:iconcharleyfox:
Nope, they're renders created in Lightwave 3D.
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:iconagentjeicemib24:
Neat.

--
J.W.
"Yippie kay-yay, mother@#!%er." - John McClane (Bruce Willis) in Die Hard (1988)
"We are the Men In Black." "You Sorry Little Ingrates!" - Agent Zed (Rip Torn) In Men in Black (1997)
And Men in Black II (2002) :mib:
Reply
:icontangletailpro:
Can i get some tips on how you modeled the head?

--
open a can of falcon punch, Gogo tricky style, and dance like a maniac
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:iconcharleyfox:
I begin modeling faces in the front view by laying down some points (usually with a reference photo) and connecting them to make the polygons. Of course, this is still a 2D plane at this point, so after I get some geometry down, I switch to a side view and move those points to where they should be (again, using a reference photo if possible) and in this way, I get a rough shape for the head that I can work with, refining, adding more points and polys where needed to better represent the desired shape.

I use an iterative approach; I first try to get the proportions near what they should be for the model while keeping the geometry simple, then I go back and refine the areas that need attention until I'm satisfied. (Conversely, if you start out with a complicated mesh, it makes it very hard to straighten all the points out when you need to make changes.)

This process takes time and patients though, there's no easy way around it. Working on it in increments helps keep the frustration at bay. Put it away and work on it later; a fresh perspective after a good nights sleep always helps to keep me on track.
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:iconcaboose10:
Would love the one of her in her suit as a UT2004 Model. I have the normal one :)
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