Low Poly Resistance Fighter - Feedback / Improvement

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MAATT null
Hii, I want to start posting my progress here and ask questions so I can improve my artwork. 

Sketchfab: Updated 11/24
model

This is my first character, inspired by the Polish resistance movement in Europe during WWII - I'm not following any specific design / character sheet, but I have been looking a lot of low poly reference here on the forums, and searching through historic photos to get a feel for the style of that era.. I'd say it's a mixture of civilian / paramilitary / gangster..

 Here's a good example:


.. and one more:


And here are some more shots of the character.. I'm looking for general C&C regarding proportions / topology / bone placement, and anything else you can think of that stands out, or looks funny.







Thank you!

Replies

  • Olingova
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    Olingova polycounter lvl 3
    Looks pretty good, altho really low poly but i guess it's a choice :) you plan to use a normal map on this guy or go full oldschool with a diffuse only?
  • MAATT
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    MAATT null
    @Olingova - Thanks bud. I want just enough geometry so it deforms nicely and has an interesting silhouette.. Not planning to do normals/sculpting for this guy, maybe just a low-res diffuse map with some chunky details and soft lighting.

    Okay, made a lot of minor adjustments to the knees/forearms/collar etc..

  • Olingova
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    Olingova polycounter lvl 3
    Ok then :) Nice adjustments, looks better! Maybe You ll'need more edges on the knee/elbow, i feel like juste doubling it won't be enough to avoid a visible deformation. But it's difficult to judge since you chose to make a super low poly version of the mesh. You nailed it tho!
  • Brian "Panda" Choi
    Do you have a paintover of what you're hoping to achieve texturally, especially since you're not playing with a ton of polys.
  • MAATT
  • MAATT
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    MAATT null
    Hey guys, I have a small update on the character.. Here are some of the improvements:

    1. Decided to give him a tucked-in shirt instead of the really short jacket - so he looks more like the fighter in the first reference photo. I tried modeling an army jacket with flaps that hang down, but the additional rigging  / animation required was tedious..
    2. Realized the shoulders had bad weights, so I fixed 'em, adjusted the topology a bit and made them less bulky.
    3. The knees were very pointed when compressed all the way, so I gave them some extra geometry and adjusted the weights so they maintain volume better.



    Next I'm going to fix up the upper arms.. I want my character to be able to reach behind his back, and take some piece of equipment from his belt. But at the moment the biceps can only rotate one way, due to the topology. Otherwise the arm collapses like this:



     I probably just need to add another edge loop around, or a twist bone between the clavicle and upper arm. Any ideas?

    @Olingova - Sweeet.. Thanks, dude. I really appreciate your feedback. Yeah, you're right about the deformations.. I added some geometry to the knees but it'll never be perfect! I'm hoping that with unlit, low-res textures, the clipping won't be as noticeable.

    Do you have a paintover of what you're hoping to achieve texturally, especially since you're not playing with a ton of polys.

    No I haven't done any painting yet.. but I've given it some thought. Tom Tallian's low poly TF2 characters are a huge inspiration to me.. I really like the low-res, pixelated game character look: minimal detail/folds in the clothing, soft shadows and highlights.. so something along those lines. I've just playing around with ideas, trying to nail the basic proportions / anatomy, testing poses and making sure the rig works properly. With this last pass of improvements I think I've settled on the clothing, so It's probably time to bust out the old Intuos pen and flesh out some ideas.. ;)
  • MAATT
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    MAATT null
    *diarrhea post*
  • MAATT
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    MAATT null
    **diarrhea post**
  • MAATT
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    MAATT null
    My bad.. I had some difficulties posting over the weekend.. Very sorry about the spam.  :#  

    Fixed the upper arm by adding geometry and a twist bone.



    And here's another pose I've been using to test the rig:

  • MAATT
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    MAATT null
    What's up guys. Progress has been slow, and realize I'm gonna have to practice painting a bit before I can finish this character. My painting skills are shit at the moment, lol. Should probably start a smaller project.. oh well..

     I have a small update on the model, and UV's:

    1) I made some more changes to the head - gave him a more defined jaw, and adjusted some of the other forms.. cheekbones, hair, etc..
    2) Made the chest longer / lower..
    3) Added some geometry to the shirt so it overlaps a bit.
    4) Crotch imrovements =)



    Okay, now the UV's. I want to do a 128x128 texture, and noticed most of the low-res examples out there had very straight UV's.. so I went ahead and straightened out the islands as best as I could. Spent far too much time adjusting them, and worrying that I'm adjusting them too much - so feedback would be greatly appreciated. ^-^ I also should note the hands and head are scaled up a bit compared to the rest of the model, since I want them to have adequate detail, and stand out more than the other less important areas of the model.. This is pretty standard practice, right?



    Thanks!
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