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#1 (permalink) |
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Artist
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Charles -tv res model.
For which Engine - film/tv
Current Polycount - uh, many? Max Polycount - same as the shows I work on Texture Size - 2k Description of background information on piece - A character design my gf did for one of her grad model packs, she asked me to give it the 3d treatment to show how do-able the designs were. The topology isn't perfect but if this was to be for more than a few renders and a turnaround it could be evened out for rigging in a few hours. Where are you looking to receive criticism - any and all - go for it ![]() _________________________________________________ ![]() ![]() ![]() ![]() Cheers, Frank |
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#2 (permalink) |
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Game-Artist.net Staff
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I'm not sure what kind of receptions you're going to get, seeing as this is a game artist forum you're posting to, and your model is for broadcasting specification.
However, I like what you've got so far. It reminds me of Tin Tin, or the main character from Little Big Adventure, which are both really nicely designed. Few crits: One thing that strikes me as odd about this character is that he/she is very skinny, yet the "belly" area of the coat is pushed out. It just doesn't make much sense. Also, the hair looks pretty crazy. I know it's stylised, but it might be difficult to texture that for broadcast quality. The UV of the coat looks really warped towards the bottom. You might want to even it out, or the texture will get more blurred the further down the coat you get. Any chance you could show the original concept? G
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#5 (permalink) |
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Game-Artist.net Staff
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I like this wee guy. The drawing is great
If its for TV then I would definetely setup a hair or fur system instead of using planes, it takes quite a lot of tweaking but the results will be worth it looking at the smoothed face you could maybe make the brow ridge stick out a bit more. In the drawing it looks like a sharp angle but the model has a very smooth transition between the eyes and forehead
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