Hey, looks great. I'm awful at stylized characters. Only thing I notice is I think maybe the top eyelids could pop more, they don't feel very noticeable.
try to simplify the anatomy more, there are a few spots which are too anatomical and lose atm, try to define the seperate surfaces a bit more
also make sure you have clean lines, the inner ear is pretty wobbly (also a bit too detailled) the hair lines have a lot of wobbles, try to make everything flow more
You're pretty close, but I think you should add a bit of roundness to the model to match your reference. More cheeks, rounder forehead, rounder nose. Also the corner of the eye is a bit high. Can't wait to see the final piece!
I've seen that concept art floating around. I like where your model is going so far. On top of what the others pointed out, I think the thighs look a little too fat compared to the rest of the body. She looks like she's meant to have a slim physique so maybe tone down her thighs a bit. The skin may need to be lighter too if you're comparing with the concept art. Good Luck with the process.
Made some more progress, i tried out lowering the outer corner of the eye but it Took away from any bit of asian i had in it so i did not go with it. ill clean up the hair later with some topo clean up, Thanks for the ear tips, i did need to simplify it. still a lot to go but big thanks to everyone for their input.
Outstanding work so far. I have a few pointers that may be somewhat helpful. Proportions. You nailed the upper body half! It's looking really good, but right now character feels a little heavy on the lower half. By that I mean that overall her legs seem a little longer and more largely scaled than her upper half. I think character is meant to be thai in origin, so I'd sy closest existing bodytype to her would be d.va.
Aside from lower body there's a slight issue of character being a little smooth on the silhouette. Generally overwatch style seems to work around anatomical landmarks like the Iliac crest or inner side of the knee.
So with that being said, I've taken the liberty to make a little comparison gif with character physique based on the crit above.
Minor stuff Another point would be to check the spot where her hair is connecting to her head. RIght now it looks that connection is missing. Character's forehead is open and i feel that having that connection read clearly is essential.
And last, but not least. Bevels. Right now your model is sporting very crisp and sharp edges. This is a no-go for overwatch style characters. Overwhelming majority of overwatch characters are produced with heavy use of bevels or chamfers. This is crucial for information being readable in fast-paced gameplay. Moreover, this is key to actually maximizing utility of your normal maps. For example, that yellow circle element on her ear piece is going to completely disappear on the normal map. I suggest you study overwatch highres models from the art dump here and try to figure out the best way to implement bevels for your character
Still making Edits you guys told me about, but im doing a poly clean up to have a bit more control on how its going and stuff. also i just wanted to post an update! This is not my game mesh.
I agree with lotet on his criticism on the gun, I also think you could give it more variation on its thickness. Make some elements a tad wider to give it more character and bulkiness.
Hey man! Great progress! It's always super useful when working on weapons to look at them from 1st person perspective. Since if you were modeling an actual character for an actual game, FPP would be where weapon is seen from 90% of the time. It's always nice to have your gun look interesting not only from the side, but from the eyes of the player as well. make sure there's something for the eye to catch on, maybe some interesting details that work in perspective
Fantastic work on the character. As far as the gun goes I have to agree with the people abobe, especially comparing to the concept some of the scales feel quite off but I think it's not many manjor changes that would be needed to improve on that.
oh wow thanks guys! i was just thinking i needed to go back and make edits to thickness and edges and this helps a lot! thanks for the feed back guys! much appreciated
worked on the gun some more, pushed some stuff out and some stuff in, made adjustment to the edge bevels for extra chunk. ruined my mojo for 20 mins but it does look better from before, thanks so much for the Critiques guys!
Hey guys! sorry about not posting much in the past few days, i got my topology to 30k tris and i made my uv's so far. im about to start baking stuff. Top left is hair uv's, top right is eyes and bottom right is her body.
Hey Jovanny. I thought i could offer a couple of ideas on your topology. This is usually quite important for further production stages.
1. Chest This is an area of frequent deformation and to allow for good silhouette transition when stretched and squashed, more edge loops are required. Your finger joints look good with those additional loops around bending areas. It'd be nice to transfer the same technique to other main areas of bending, i.e. knees, elbows. wrists and ankles .
2. Boots. Boots right now have way too much geometry that doesn't affect neither deformation, nor silhouette. This 'redundant' geometry can be used in some other places that need it more. Also smaller details like those sticks on the 'fin' part of the cloth and little buttons can be baked onto a plane.
Topology essentially should always be funtional. It either affects silhouette, or further animation or in some cases it may be justified for better baking. Like adding a small bevel in high focus area in order not to use a hard edge or something like that. Recruiters always look out for logical and optimized topology. Not too simple, not too complicated.
cool! thanks for the feedback! ill see what i can do, i do actually want to keep the buttons and sticks on the tail end of the scarf as they do add a bit of height difference to the surface how ever i will look into the geometry on the boots and the scarf over all for deformation along with her knee's and stuff. Thanks for the feedback i really appreciate it.
Okay made edits to my polycount and uv's, sitting at 34k tris now also i realized the arms are not fully symmetrical so i changed them so they do not stack. normals are baking pretty well too! Critiques are life!
Everytime I see this I'm in awe man. Have you seen this thread? The devs seem to heavily use symmetry with decals to add asymmetry. May be useful to you depending just how closely youre trying to match the game art
Replies
Only thing I notice is I think maybe the top eyelids could pop more, they don't feel very noticeable.
looking forward to seeing more o/
try to simplify the anatomy more, there are a few spots which are too anatomical and lose atm, try to define the seperate surfaces a bit more
also make sure you have clean lines, the inner ear is pretty wobbly (also a bit too detailled) the hair lines have a lot of wobbles, try to make everything flow more
Proportions.
You nailed the upper body half! It's looking really good, but right now character feels a little heavy on the lower half. By that I mean that overall her legs seem a little longer and more largely scaled than her upper half. I think character is meant to be thai in origin, so I'd sy closest existing bodytype to her would be d.va.
Aside from lower body there's a slight issue of character being a little smooth on the silhouette. Generally overwatch style seems to work around anatomical landmarks like the Iliac crest or inner side of the knee.
So with that being said, I've taken the liberty to make a little comparison gif with character physique based on the crit above.
Minor stuff
Another point would be to check the spot where her hair is connecting to her head. RIght now it looks that connection is missing. Character's forehead is open and i feel that having that connection read clearly is essential.
And last, but not least.
Bevels.
Right now your model is sporting very crisp and sharp edges. This is a no-go for overwatch style characters. Overwhelming majority of overwatch characters are produced with heavy use of bevels or chamfers. This is crucial for information being readable in fast-paced gameplay. Moreover, this is key to actually maximizing utility of your normal maps. For example, that yellow circle element on her ear piece is going to completely disappear on the normal map. I suggest you study overwatch highres models from the art dump here and try to figure out the best way to implement bevels for your character
push that silhouette, tilt it a bit more maybe, its looking a bit stiff right now.
I agree with lotet on his criticism on the gun, I also think you could give it more variation on its thickness. Make some elements a tad wider to give it more character and bulkiness.
It's always super useful when working on weapons to look at them from 1st person perspective. Since if you were modeling an actual character for an actual game, FPP would be where weapon is seen from 90% of the time. It's always nice to have your gun look interesting not only from the side, but from the eyes of the player as well. make sure there's something for the eye to catch on, maybe some interesting details that work in perspective
Some examples
https://www.artstation.com/artwork/nXdRE
https://www.artstation.com/artwork/LGaPR
https://www.artstation.com/artwork/EWJXq
https://www.artstation.com/artwork/BJ5lA
I thought i could offer a couple of ideas on your topology. This is usually quite important for further production stages.
1. Chest
This is an area of frequent deformation and to allow for good silhouette transition when stretched and squashed, more edge loops are required. Your finger joints look good with those additional loops around bending areas. It'd be nice to transfer the same technique to other main areas of bending, i.e. knees, elbows. wrists and ankles .
2. Boots.
Boots right now have way too much geometry that doesn't affect neither deformation, nor silhouette. This 'redundant' geometry can be used in some other places that need it more. Also smaller details like those sticks on the 'fin' part of the cloth and little buttons can be baked onto a plane.
Topology essentially should always be funtional. It either affects silhouette, or further animation or in some cases it may be justified for better baking. Like adding a small bevel in high focus area in order not to use a hard edge or something like that.
Recruiters always look out for logical and optimized topology. Not too simple, not too complicated.
Keep on rockin', man! You're on a right track!