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#1 (permalink) |
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New Member
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Haiiro - Character
Hey guys, i've been offline for a couple of months now havn't really been doing too much with myself in terms of 3D work which i really resent so i've had a good go at at it for the past couple of weeks. Here is what i did last week.
![]() It's nothing amazing but it's practice, it's also my first character. I resently left university (Games Art and Design) becasue after 2 years they tought just under 8 hours of 3D tutorials in total. In exmple; 90% of the students didn't know what a spec, normal, bump, displacement (etc) was, it was a total waste of time, Instead im going to teach myself and join a course to bring me upto industry standard (i.e: Escape Studio's) and then see what goes from there. I just figured that a stronger portfolio (with normal maps) is better than a University certificate with a poor portfolio. Edit: Model is from a base mesh which i have no idea where it's from, a friend passed on the base model for practice, but I willbe modeling my own base mesh for future projects and if this model is included in my portfolio ill be sure to make a note of it: ![]() Last edited by Haiiro; 08-09-2009 at 05:47 AM. Reason: Forgotten Info |
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#2 (permalink) |
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Industry Artist
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Some clearer shots and some w/ wireframe on would be more helpful to give any crits on this.
That said, his sword placement looks really unwieldly. It's gonna get in the way of his legs all the time and drawing something that long from behind you is going to be awkward, too. |
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#3 (permalink) | |
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New Member
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Quote:
Thanks for pointing that out ![]() more wireframes/examples: ![]() |
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#4 (permalink) |
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Industry Artist
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I'd maybe move the scabbard around to his side, then. He'll likely want to draw it with his right arm (unless he's left handed), so having it on his left side would make more sense. Sideways just makes it seem a little odd, it'll need animating to get out the way of his legs and running forwards through doorways becomes more awkward, too :P
I think there's a bit of disparity in where you've spent polygons, the areas which deform the most seem to have the least polygons spent there. Finger knuckles, knees and elbows tend to want some loops specifically built to deform well. Perhaps beef up his biceps, too - they look very stringy and weak compared to his strong forearms. There's also a lot of loops in his neck that you could pull out. The end of his sword looks a bit dense for what it is, too. The hair's looking good, though - which is always a hard thing to get right. Did you use a basemesh for this, btw? The mesh looks like it started life as a sculpting basemesh with some verts tweaked around. Last edited by Talon; 08-09-2009 at 04:36 AM. |
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#5 (permalink) |
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New Member
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i did use a 500 poly basemesh for the body, forgot to mention that- probably should have.
just kept adding more details. modeled everything from the neck up, changed proportions for youth, added loops to the fingers etc. Not that i need to explain im sure you can tell what wasn't on the base mesh. -after talking to someone i know in industry i was told that most people use a base mesh, don't know if that's true or not? regardless; it was more practice for clothing etc. i did look over the loops on the neck and i've taken them out. I should really have a go at rigging to get an understand of what loops need to be there and which don't, ill add more loops to the joints too. -and i didn't even think about the sword in doorways lol, that would have been a funny mistake when it came to animating lol. I'm also thinking about remodeling the sword, it was one of the first models i did about a year ago and i just pulled it out of my computer to fill the scene, i like the design but it's an awful model. |
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