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Gaious demoreel Thread

Hello Polycount, here's a model I've been working on for my first character modeling reel. Any pointers to improve this character would be appreciated. The concept for him is a meth dealer, and he will be holding an industrial sized wrench when complete.


Untitled_1.jpg
frank_diffuse.jpg

Replies

  • dpaynter26
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    dpaynter26 polycounter lvl 11
    Why are the jeans so big and the shirt so small? they should all have similar texel density so there aren't higher quality areas and blurry areas, plus the shirt is something that would be more focused on than the pants. You also have A LOT of empty space above the shirt and the flesh colored box area can be fixed and worked on as well, if it's just a same colored area it doesn't have to be huge at all....overall the character looks nice but the UV layout definitely needs work
  • ausernottaken
    The proportions look a bit off, like the crotch needs to be lower or something. It's hard to tell with no shoes.

    As for the texture, the pattern on the shirt and the texture on the jeans seem to be scaled too big. The skin definitely needs more color and variation, like blemishes, lighter skin on the underside of his arms, etc...

    One small nitpick, the sleeves on shirts are separate from the rest. Your UVs should probably be the same way, so that the sleeves appear to be separated, with the pattern taking on a different direction.

    Post wires.
  • Gaious
    I was giving myself plenty of room for whatever else I might need. Would you suggest I decrease the pants UV size or increase the shirt? I still need to add the shoes as well as the wrench to this texture. I was just shown some of Afishers human models by a friend for reference, I will definitely be adding some skin color variation. I will post wires when I get home. Also I will separate the sleeves from the rest of the shirt, I was thinking about doing that already. Thanks for the advice guys!
  • praetus
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    praetus interpolator
    Holy wasted space on the UV sheet. The model itself doesn't look too bad but it's hard to tell since you didn't post the wires. Anyways, you have quite a bit of wasted space on the UV sheet as I mentioned before. as well as an issue with texel density as a whole. The shirt is real tiny compared to everything else, the arm has no color variation to it (the head is almost the same), and there are items on the sheet I am still trying to figure out what they are exactly. Where is that band aid? For taking up so much space, I don't see it anywhere on the guy.

    I don't mean to be harsh but I feel like I might come off that way. You have what is a good start if not for some pitfalls you've made.
  • Gaious
    Sorry I should have mentioned this is in no way done, and my texture is a mess at the moment. I haven't done the texture for the arms yet, and that space I plan on filling in with his watch, shoes and wrench. However I realize now there's no good reason to have the pants so large and the shirt so small. I think I will increase the shirt UV size. Is there any rules for what parts of a model should be larger on a UV map, or should it simply follow the proportions of the objects?
  • toolpaddz
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    toolpaddz polycounter lvl 10
    As a general rule you would want to have an even texel density throughout the whole model except maybe for the head and eyes which usually use a lot more space in relation to the rest (obviously because they make a character believable). Sometimes, for games focussed on close-up/cutscenes or games using interchangeable characters, they put an extra material and/or texture onto the head. Hope that answers your question :)
  • Gaious
    It does! I am new to this term texel but it makes perfect sense. I'll be tweaking my UV sizes and posting an update with a new texture.
  • praetus
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    praetus interpolator
    A good way to tell texel density when creating a new model is to apply a checkerboard texture to the model while you UV Uwrap. You can find some pretty neat ones just by searching google or even make your own. I usually use multicolored maps with numbers on the squares so I can quickly check the unwrap direction.

    The point is of course to make sure that no one part of the texture has more space than the other. HOWEVER!- this is assuming that you'll be able to see all of your character. Things that will not be seen can be smaller on the map. Think smart!
  • Gaious
    Here's a screenshot of my wires, I'm currently at 8300 polys, I still need to add the shoes wrench and wristwatch.

    wirs.jpg
  • Gaious
    Here's an update on this character. I fixed my uv spacing and his arms and legs. He's going to be holding a giant bloody wrench so I might add some blood splatters to his clothing. Any critiques are appreciated!



    eCZMc.jpg?1

    ciroJ.jpg
  • Gaious
    I feel this model is nearing completion. Any critiques I would love to hear before I put it in my reel!

    finalfinal.png
  • Gaious
    I've begun work on my next model for my reel. Not quite sure where I'm taking this yet, either french maid or some sort of royalty.

    wip.jpg
  • Gaious
    That female model is now becoming Caitlyn from League of Legends. Going to try to finish before the weeks over!

    wip_03.png
  • Gaious
    Here's an update on my Caitlyn model. Onward to texturing!

    wip_05.jpg
  • Add3r
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    Add3r polycounter lvl 11
    I dont really know about the face being caitlyn's, as it doesnt really stand out immediately as caitlyn, other than the costume. Overall, really nice work so far though. For some reason, I really enjoy the shoes and ruffles. They stand out to me as probably the strongest point of the piece. Great work though, but I do agree with the others above, the anatomy/proportions are off a little bit on the man in your first posts. Its great craftsmanship for the style you were going for, but the body feels "off". I think it might be the arms being too large and the upper torso being too short? But thats just me.

    Nice work man, keep at it!
  • Gaious
    Another update. @Add3r, thanks for the encouragement. I'll take another look at the proportions during my last round of tweaks :)


    wip_08.jpg
  • Gaious
    Untitled-1.jpg

    Just need to do the posing a tweak a few more things!
  • Gaious
    wip_04.jpg

    Next model I'm working on!
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