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#1 (permalink) |
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loves polygons
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313 Models
I'm not planing to make 313 models, I plan to make more
just couldn't think of a better name for the thread where I want to put everything I'm working on.Although I'm always busy with something I don't seem to finish anything that I'm proud of and since the WIP section on my site is bigger then the rest (and what's there is not even half of my models) I felt the need to start a thread like this one... maybe it forces me to finish all of them. So here goes my first character, and by first I mean that I started this a very long time ago but didn't finish him because I had no clue back then how to unwrap or texture Now that I know it's time to finish him.![]() I'm pretty happy about the polycount and topology, I want to give him some face expressions for posing so that is why it looks detailed. There will also be a tongue I plan to keep it under 3000, no normal map and 1 or 2 512 textures. The model was inspired by a termite from a TV commercial Cute creature.Does this sound like a good plan? ![]()
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http://www.andrei313.com |
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#2 (permalink) |
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Founder of Statspaddling
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Sheesh, I thought you had posted 313 images or something... that would take a bit of time to load
![]() Well, it sounds nice and sure looks great! ![]() And I have to agree on that the topology looks good. You always manage top notch on that with your models imo. Though I'm not very good as it comes to topology, so i might not be the best of judges ^^ The only crit I have would be that if you intend to animate those fingers aswell, I think it'll deform in a rather strange way.. so, maybe you should add an extra edge loop at the base of the fingers ![]()
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#4 (permalink) |
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Senior Artist
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I like the guy but i defo think he can be improved! My main issue is the symmetry which can make a model a little bland. What i would suggest is now you are at the stage where the model is almost done collapse the stack and just work a little more, maybe get rid of a tooth or loose an arm. It will make him loads more intresting and give him more character.
Another improvment i think you can make is to better depict your character as a worker, this little guys slave away building the nest day in day out and all that hard work should come across. This will also help with the symmetry but try and take away some of the perfection on the abdimun. I think by adding a little wear and tear will again really add to the guy and give the audiance a better understanding of who he is. -Stormy |
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#5 (permalink) |
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Artist
![]() 26
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Hi,
I like the character too.He also reminds me the ant in a commerical made by Topix Inc.I agree with stormy in terms of symmetrical shape that your character has.You can add more characteristic to your character to show his personality. I look forward to see when it is textured.Well Done! |
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#6 (permalink) |
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Game-Artist.net Staff
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nice wee character andrei
the only thing I would say is Stormys point to add some assymetry to the guy, you've really got to get this guy textured up ![]()
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www.benjaminclark.net |
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#9 (permalink) | ||
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loves polygons
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Thanks guys. I'm glad you like it.
Quote:
Almost forgot about this... usually I find those problems when I start to rig... so thanks for pointing that out saved me some trouble.Quote:
. I want him mostly in one peace. I don't think I'll go further with the changes on the body, maybe add some accessories later. I have unwrapped him and didn't share UV space so I'm hoping to brake the symmetry with the texture as well. I plan to give him some dynamic poses as well and use morph targets for the face... so I'm sure this will also help a lot. And since I'm bringing this up do you guys have any idea if morph targets are a good way to do this? Are they used in games? Is this the best solution? I never worked with them before so I want to learn something new. I did animations like this before with dummies but I think that's a little boring ![]() Oh... here's an updated model and the UVs ![]() ![]()
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http://www.andrei313.com |
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