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#1 (permalink) |
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Senior Artist
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Mooses AN
For which Engine - DarkPlaces I think
Current Polycount - 814 Max Polycount - No restrictions, but it's not going to be very high Texture Size - currently using 480*480 reference pic Description of background information on piece - It's me... I intend to model the head in a way I could switch it into another head, but keep the same body model, so every character won't look like me, when in game. I'll probably try something similar with the jacket (shown in 2nd reference pic), that it could be on the character or taken away without having to make character with jacket and character without jacket. Where are you looking to receive criticism - definitely not uvw map or texture, so everywhere else _________________________________________________ Render: ![]() References: ![]() ![]()
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zbang! |
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#2 (permalink) |
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Artist
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I think you have a good start. I think that you need some more volume in that first edge loop under the eye. I'm a bit new at giving feedback that isn't done in person so hopefully this image will convey,
![]() I also think that the top of the head needs to be a bit more rounded. Perhaps it does not start to round soon enough and leaves the mesh looking top heavy. I had the exact same problems in my visualization when I had to take a sculpture class for the first time. Especially with low poly modeling, you need to sell the topology as much as you can to get those features to come through. The back of your jaw needs to be filled out more. Your facial structure is somewhat rectangular when you see it from the front and while you didn't provide a front view, I don't see the contour lines formed by your edges suggesting that shape. Just keep at it. I had an awfully hard time not being very interested in character modeling in grasping these techniques. I do think that they've helped me distinguish forms in the types of modeling I'm more interested in, so understanding it and sticking with it was a plus. Take care. |
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| The Following User Says Thank You to Sentientv2 For This Useful Post: |
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#3 (permalink) |
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Senior Artist
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I tried getting the face more rectangular, but it still appears quite round... It also appears a bit too tall when I view it against the side reference, but on the front reference everything is in correct places about. Maybe ears should be more down.
Now it's 1346 polygons. I think it's a bit too much. I'll try to get it down to 1000 polygons. It'll also need a mouth that can open. Here it is: ![]()
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zbang! Last edited by Jimi; 03-18-2008 at 02:28 PM. |
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#5 (permalink) |
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Senior Artist
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Hey there Jimi, great progress since your first post.
It looks fine shaded, but I can't help but think that the usage of your polygons is a bit uneven. As an example, at the moment you're using a fair number of polygons to show the chin but have rather large stretched polygons at the cheeks. Though I'm not sure if that is a valid critique, so take it with a grain of salt. Nice progress, love to see it get a proper texture in the future |
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| The Following User Says Thank You to Detachable Toe For This Useful Post: |
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#6 (permalink) |
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Programmer
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Jimi: Good flow, but some remarks. LOOPS/LOOPS/LOOPS
![]() ![]() If you stick to this loopsystem I think it can't go wrong (not that I'm saying there's no other way ).Avoid polepoints (vertexes where 3-5 or more edges meet. You will have one in the cheeck and try to put the other ones around the ears and in the neck. This will save your texture life ![]() |
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| The Following User Says Thank You to TheoLogic For This Useful Post: |
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#7 (permalink) |
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Senior Artist
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Detachable Toe: I'm going to balance the polycounts in different areas and do an overall decrease. There's a huge amount of polygons wasted in the back of the head that no one will ever notice missing. I'm thinking I'll leave the polycount decrease to the point I've got the body modelled, so I know better how much polygons I need to take away.
TheoLogic: I've tried to have as many 4 sided polygons as I can/avoid those polepoints. It'll probably have more of them, when I've decreased the polycount.
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zbang! |
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#8 (permalink) |
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Artist
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I will add the method that TheoLogic referred to in his picture, will get you the flow of the face and the dimension you would prefer.
Jimi, your last picture looked 10 times better in terms of shape proportions. It is starting to very much look like you! Keep it up. |
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