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Dwarf Character

polycounter lvl 11
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Highelf polycounter lvl 11
Hey everyone. New here -- CheeseOnToast advised me to check out this community and so far it's looking great. I'm really glad there are still some sites were artists can put their stuff and where the people who reply are not afraid of giving some crits! :]

Anyway. I'm a 17 y.o hobbiest modeller, 2D artist & I draw as well.
I'm by no means a pro, I just got into this bussiness via modding. (I used to run the second largest mod for Mount & Blade)

Here's one of my latest things:

A sort of low poly dwarf.

http://img297.imageshack.us/img297/6586/dorfrendervd1.jpg
(This one is smoothed and packed with a normal map though for rendering)

I also started doing some armor for the guy but lost interest fairly quick:

http://img210.imageshack.us/img210/9097/45271395tn9.jpg
http://img527.imageshack.us/img527/5611/25918640gj7.jpg
http://img300.imageshack.us/my.php?image=68235637tu8.jpg

And I actually did a little test on rendering

[ame]http://www.youtube.com/watch?v=ICqOO4Ui0u4[/ame]

Extremely low quality and an unfinished armor-- the point of that vid was just experimenting with the material and reflectiveness of the thing he's standing on but I thought I'd just link it here as well.



Some other things that are silly about it:

-Well first the obvious part. I modelled & UV'd the armor, but never finished texturing it. I might someday, but kinda lost interest at the moment since I started something else. (Most of you might know the feeling :P)

-The texture is mirrored! Big mistake that I learnt when doing characters is I probably want to avoid mirrored textures in the future.

-The model is meant for low poly, but I actually modelled almost in all quads which I realised was sort of silly by the end.

-The hands are like.. a lump of mesh with a texture slapped on. I'm quite ashamed for them, hehe. I'm gonna train on hand modelling soon.



Feel free to hand out tips or other crits! :)

Cheers,

Highelf

Replies

  • CheeseOnToast
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    CheeseOnToast greentooth
    For the future if you want good crits I'd present a wireframe of your model along with the various texture sheets. Much easier to offer advice if we can see how the model is constructed.

    About mirrored textures : it's actually good practice to mirror parts of your texture. Reserve unique, unmirrored UV space for points of interest, aysmmetrical features like tattoos, armour details etc.
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