Hi guys, I'm taking the steps to learn 3D, I've learned blender and gave my shot at my 3rd character model. Lemme know what you guys think thus far and any tips maybe?
My goal is for a low polycount model that is rigged to animate. As soon as I'm finished with this modeling step I'm going to move on to texturing.
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Also, don't just paint on the shorts, either break away polys to put shorts on top of the model, or change the model itself to incorporate the shorts' form in polygons.
You're getting ahead of yourself, take the time to learn it.
I added a loop in his neck as per asguardviking's advice. My plan is to incorporate the "shorts" into the base texture as undergarments. I will create separate models for armor to go on top of the base model.
My goal is to create a low poly figure with emphasis on the drawn texture. Is the way I'm going about this goal still wrong? My main inspiration for this model was that of World of Warcraft's human model... It appears to me that Blizzard has painted on the undershorts of their models.
Please correct me if I'm wrong as I am still fairly new to this game.
Thank you guys for your critiques, they are VERY welcome
-Lung
Show your edge loops with shaded wireframe, rather than see through wireframe. It's hard to tell if some problem areas are just backfacing edges, or problems in the flow.
This needs concept art that expclicitly describes what this IS. Right now, it's still sort of unclear what you want this to look like exactly,s o it's hard to talk about gesture, silhouettes, etc.
Here are 2 shot of the neck area. I'm also working on the shorts problem as we speak.
Right now, you're going to run into some odd deformations in that area.