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3D Man Low Poly Game Model

Hey guys I am new to the forums and since I am going to Grad School for Game design I wanted to Post my first 3D character Model and get some feed back on what I should be be improving.

Please be honest because that is the only way for me to really get better! Thanks!!!

1_2_jlovell_resource_22.jpg

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Replies

  • SCarr
    It looks like your textures need some work in regards to their color and what kind of material you are trying to convey. Can we see your texture sheet/s?
  • DWalker
    Nice work so far.

    Since you mention "low poly", you should include a polygon count. Normal, specular, and diffuse texture maps are also a good idea.

    The texture is too shiny, especially on the clothing. His skin also seems to have an unhealthy blue-grey tinge, although some of that might be an overly blue light - posting the diffuse texture would verify which is the problem.

    His biceps are too angular; I'd expect a smoother transition from the biceps to the elbow joint. I'd also expect some indication of triceps, but they might be hidden by the angle and the shirt. The inner forearm needs some definition as well as do the tendons at the wrist and on the back of the hands. There's an odd seam along the arm/hand juncture.

    The smaller wrinkles on the shirt are too fine, giving the shirt the apparent thickness of plastic wrap.

    The collar and sleeves both appear too tight for this type of shirt. The collar should be elliptical rather than circular, hanging a bit lower around the throat. The sleeves should drop more naturally, following the top of the arm but falling lower under the arms. Finally, the vertex at the center of the chest should be moved in a bit to give some definition to the pectorals.

    The cuffs of the jeans should also be looser, falling almost straight rather than closely following the calves. The waist seems wrong somehow. From this distance, I'd expect the gold stitching to be visible along the pockets and fly. The edges of the seams should also be lighter; this will also help give definition to the pockets. The pockets also seem to flat - try darkening the texture a bit where it should enter the pockets. Finally, worn jeans tend to fade over the top of the legs where they are stretched by the thighs.
    538px-Jeans_for_men.jpg
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Skin Specular Map: Inverse the color to counteract the shiny of the spec on the skin.
  • Forgedunison
    So I looked into some of the things you guys said and I did a little fixing. Sadly no time to fix everything, but will remember for the next model I make!

    Here is the edited Model! What do you guys think?

    reworked3djacob.jpg

    I am also in the process of creating a Thesis game and created a couple of models for this. I am going with a cartoon style for the game. Comments?

    8_1_jlovell_reworkcreation.png

    Thanks for all the Comments Guys!
  • luge
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    luge polycounter lvl 4
    on the materials for the character, i think you need to work on your specular a lot, its too strong for what the materials are, or at least what the diffuse leads us to believe. its like hes wearing latex pants and latex shirt. too shiny. And on the sculpt, define the groin area more, like the zipper and what not, its kinda muddy and has not detail when you bake down.
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