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Random 0e4

polycounter lvl 10
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Bombshell polycounter lvl 10
Random 0e4

Basic Picture of Random for you to get an idea of the character (I did not use this as reference, I drew it after I made the model)
ran.png
Bio
Random is a Bio-Dummy, a being designed to work like a human, mainly used in "human" testing as they are cheaper than cloning.
Random is 0 series, the first series of Bio-Dummy, his name comes from his ID number,
There was a glitch while marking the dummies with their ID's they were labeled: 000, 001, 002, 003, 004, 005, 006, 007, 008, 009, 010, 0e4
0e4 is Random.
His testing was supervised by Dr. Ryan Evens. His primary experiment was the acceleration of particles as a healing and or defensive aid. In Random's case the acceleration created an electricity magnet, working with this, Random developed abilities such as repelling electricity making offensive bolts and defensive fields.

Model
Now I know your not here to learn about my character, but to see its Model.
Made in Blender, it is intended for animation and I have prepared most joints for animating, and I've just realized the knee isn't prepared properly but it would be easily resolved.

541 Vertices
596 Faces

Here are pics of perspective textured in blender (which is like a very cheap render within the workspace):
screen01q.png
Old Pics:
http://imageshack.us/m/189/114/001uee.png
http://imageshack.us/m/59/4811/003yeb.png

EDIT: A video of an animation test, seems good bar some lighting artifacts under the arms, which should be fixed with appropriate constraints.
EDIT EDIT: the new reshaped rerigged model with a basic normal map (this normal map is by no means permanent and was purely to test the model for subdivision and UV troubles.
[ame]http://www.youtube.com/watch?v=KnLWcxIlRvE[/ame]
The Older video for comparison:
[ame]http://www.youtube.com/watch?v=FUSDwLqr38M[/ame]

Please criticize constructively and let me know where I need to improve.
Thanks for reading,
Bombshell

Replies

  • Norron
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    Norron polycounter lvl 13
    Do you have a concept drawing so we can see where you're going with this. It's hard to critique anything other than basic modeling and edge flow without having an idea of what it's supposed to look like.
  • Bombshell
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    Bombshell polycounter lvl 10
    well I haven't drawn out the character properly yet, I'm not so good with drawing anatomy.
    atm I'm just interested in how the topology, joints and form look. The character itself will be defined more in texture. If you want to judge it based on a reference I suppose its design is comparable to a smaller built deadpool without all the weapons and belts,
    http://cdn.healthhabits.ca/wp-content/uploads/2010/08/deadpool.jpg
    theres a picture if you don't know who deadpool is.
    Main differences being, Random has 2 fingers an his thumb and he has a constant grinned mouth. So basicly just human anatomy with some odd stuff.
  • DDuckworth
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    DDuckworth polycounter lvl 6
    My crit is to slow down with the story and spend more time on your model before showing it, this is a very early stage and needs to be further along modeling wise before we can really help you out too much.

    Story hardly matters until you have a finished piece so save working on that for later.
  • Bombshell
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    Bombshell polycounter lvl 10
    Well the model is for a game and I'm pretty much working on the entire game myself, building the engine from scratch, modeling everything from memory, designing the characters and the story, texturing, making the world editor and all the objects and game mechanics. All I have to start with is XNA, and I'm determined to introduce deferred lighting, OOB collision, accurate physics, a map format, etc. etc.

    The way I see it, if I'm going to make as large a game as I want to, I can't stop to focus on one thing. Anyway the story I ind to be a strong part of a characters design, a change in the story for me can greatly change how the character looks.

    As for modelling, this may seem silly but this is pretty much the model, I'm aiming low poly, which is what I have, I intend to put all detail into the texture and go for a retro look, Once I've put an armature and texture on this model the further use I intend for it would only be for cut-scenes or shots showing off the character designs, I'm thinking some work in zBrush maybe.

    What I mainly wanted to know when I posted it is if I'm getting good form for the poly count, do the joins look stable for animating, is the anatomy correct and have I got any visibley bad topology.
  • Bombshell
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    Bombshell polycounter lvl 10
    [ame="http://www.youtube.com/watch?v=FUSDwLqr38M"]http://www.youtube.com/watch?v=FUSDwLqr38M[/ame]

    It seems almost perfect, bar some lighting artifacts under the arm which will be fixed when I add constraints. Please let me know if there are any other visible problems with the render.

    Thanks for reading,
    Bombshell
  • Bombshell
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    Bombshell polycounter lvl 10
    UPDATE! I've worked on the model a bit re-proportioning and adjusting the rig, I also mapped the UV's and tested for anomalies with a crappy basic subdivision normal map before I work on a high poly in zBrush.
    I seem to have fixed previous problems and the normal map, though only very temporary does make the shape seem a bit more crisp.
    Here are pics of perspective textured in blender (which is like a very cheap render within the workspace):
    screen01q.png
    Here is the exact same animation as before but with the adjusted model and rig.
    [ame]http://www.youtube.com/watch?v=KnLWcxIlRvE[/ame]
  • throttlekitty
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    There's some strangeness happening above the knees when they bend, and an unnatural lump in the models forehead. There's not much to see or say here with that animation, but it looks like you aren't using any IK for the rig?
  • Bombshell
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    Bombshell polycounter lvl 10
    I see the lump, I'll fix it it now, the lighting above the knees I'm not sure whats going on there.
    And I am using blenders auto IK, I think abnormalities in the animation are down to it was just a random crappy animation, I didn't even think I just jerked the head, made a ball, raised one arm and another and then had it return to original pose, no time or effort put in, just a throw around all bone test.
    I'll have another animation, one I spent more time on, next time I update,
    Any clues on what I could try that I may use in game? anything to do with moving around should do, it'd kill 2 birds with 1 stone to both test the rig and see how the model will look in game.
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