Hello everyone, here is my models that i am working on, they are all in progress (i like to switch ower models during the day). So i will hightly appriciate if you give me some feedback and some constructional criticism. Thank you +)
Study anatomy and bone structure. There are some things missing from your sculpts, like proper volume on cheeks or the area surrounding the eyes or how to sculpt mouths, which right now looks tacked on. Really look at your refs and get a feel of the underlying bone structure and then apply muscle tone and skin.
Also use the IMG tag when posting pictures. Good luck
Lots of good tips in here. I'll +1 that Anatomy drop and add:
Work on a single project at a time. I'm sure everyone around here knows its easy to get bored of or burnt out on a project, But if you split your time between 4 models, each will 1/4th the quality of your whatever may be rendered with your full attention.
1 Final product is better than 4 wips as well, when looking for critique. Even one wip is better than 4 wips, because people can feedback @ a single piece.
Yeah, i think you right, i will concentrate on my woman model, and leave ork for late. There are 3 projects by the way And yeah i know that highpoly model can be as hight as my computer can handle, and ofcourse retopology is the question of polygons but still i want to know how much polys average are in others works just to compare and maybe find what optimal for me. Thank you for replyes guys
Just depends what you want. If you want just a nice portfolio piece, feel free to use like 20k - 40k tris, imagining it like a nice Uncharted character (3rd person game).
If you're planning for other specific purposes like an RTS, then your poly count would drop to maybe at most 5 to 6k per unit.
Google the game you want your work fidelity to be at and see what tris they're pushing on average. But always for game art, we're going to be seeing how efficiently you economize all aspects of your model, from topology to texture maps.
Thanks for wiki , but i was talking about hi-polys exactly how much hipolys in avarege garriola83 has in his models, i know about an rts and other games, a made 3 weapon models for Dota 2, so thats not a question.
How many triangles in your high poly really does not matter. If you want to replicate that fidelity, just eye ball it in Zbrush compared to the sculpts that you see. There's no real limit that you need to be concerned with unless it becomes a technical issue.
I'd take care with the design of your character as well. Sit down and draw out who this person is. Why wear the clothes she wears? Why only have one pauldron? Right now the rough details like the gear imprint into her boot and belt makes no solid sense when seen alotgether. It sort of feels cobbled from Insert Mesh attempts. You can sculpt like a technical master, but if the character is not well designed, you'll lose people real fast.
Thanks for advise man, right now i will stick with woman body, and than draw everything ontop. I need to get the anatomy right, as it is my first human zbrush model, and i need a lot of practice. So once again, you right i need a proper concept art. main problem that i cant draw at all
If you need a strong concept but can't draw (and refuse to at this time for speed purposes), there's always the option of working from a simple piece of concept art, for example
To give you guideleines and specific on what to design and model for your character, unless this stage right now is where you're roughly sculpting things to figure out what you want to do for the character design.
Good character design gets character models over the hump from cool to strong.
And raise the arms up, anyone who attempts to rig that pose quickly is going to be sad since the arms are too close to the body.
Keep at it. You have a good head on your shoulders if you're concerned about accurate anatomy, something that screams good habits.
Seriously look up references. From 3d heads to actual sculpture. This stuff is truly for artist, not keyboard jockeys, you better study up on art. Doing this off your head will never work, especially for a beginner. If I sound harsh, I'm not. I'm just giving you a glimpse of the future: lots of staring, studying, observing and stylization. A crit.
Thanks for the help. And i am using a lot of references, but its not that easy to get done all right at the first time, a lot of time i spend on anatomy4sculptors, and just reference images but some mistakes i wont see untill it is pointet to me to. Maybe thats just me, i dont know And thanks again for good advices. I will try to correct all the mistakes and post model here
you dont have to post everyday. just post when theres a HUGE change in your work. posting too many changes in a short amount of time is too tedious. good luck
Fantastic critiques garriola83, your posts even helped me iron a few issues I had.
Bnopnia nice progress, keep it up and remember to look at it and tweak it from every angle. If one angle looks off try and figure out what's causing it and adjust it.
Hi guys, so I did a litle bit of drawings, its a quick sketches (I know it sucks, but I am working on improving my drawing skills), so i think of maybe doing a mele-fighter girl, with something like plate armour or something like it. Your comments please
So, i started sculpting an armour for my woman. This does not mean I finished with her body, I just want to see for myself where i will be going to with my model. I added some details already, but I am to lazy to do renders again ))
As was mentioned above, I think you're posting too rapidly. Constant, tiny updates aren't the way to get the most out of critique. I would post only when you've made major progress. People tire quickly of scrutinizing tiny changes to a model.
As was mentioned above, I think you're posting too rapidly. Constant, tiny updates aren't the way to get the most out of critique. I would post only when you've made major progress. People tire quickly of scrutinizing tiny changes to a model.
Yeah, I understand but there is no critiques or comments about an armour and I need them ))
Hey!
I would say too that you are making progress really fast, adding a lot of stuff on the character. If I was you tho I would go back to the body and give it some more love and really try to refine it before really putting some work into the armor.
About the armor It kinda look a bit muddy at the moment. The details looks a bit too much like very sharp extrusion in my opinion.
Looking forward to see your progress
Every character is a huge learning experience so really try to push it that way!
Hello again to everybody, i made some design to an armour, it stil needs polishing, and ofcrourse better colours. Also modeled woman body, made longer and more detailed fingers, and some litle polishing over body, but its still WIP. Your comments and critique are welcomed.
Replies
Also use the IMG tag when posting pictures. Good luck
1. Not using reference.
2. Anatomy and bone structure is lacking, you should study it some more to get better forms.
The only way to get better is to study anatomy, aesthetics and kinesthetics. Good luck.
Now, when you're retopo-ing for low poly, that's different matter depending on the challenges you're working with.
Work on a single project at a time. I'm sure everyone around here knows its easy to get bored of or burnt out on a project, But if you split your time between 4 models, each will 1/4th the quality of your whatever may be rendered with your full attention.
1 Final product is better than 4 wips as well, when looking for critique. Even one wip is better than 4 wips, because people can feedback @ a single piece.
.02
Keep at it
If you're planning for other specific purposes like an RTS, then your poly count would drop to maybe at most 5 to 6k per unit.
Google the game you want your work fidelity to be at and see what tris they're pushing on average. But always for game art, we're going to be seeing how efficiently you economize all aspects of your model, from topology to texture maps.
http://wiki.polycount.com/
And it'll make your life easier when attaching images by NOT attaching images and using IMGUR and utilizing their BBC Coded links.
A good way to determine the size:
The nose width and eye width should be roughly the same
To give you guideleines and specific on what to design and model for your character, unless this stage right now is where you're roughly sculpting things to figure out what you want to do for the character design.
Good character design gets character models over the hump from cool to strong.
And raise the arms up, anyone who attempts to rig that pose quickly is going to be sad since the arms are too close to the body.
Keep at it. You have a good head on your shoulders if you're concerned about accurate anatomy, something that screams good habits.
Also watch[ame="http://www.youtube.com/watch?v=VEiBYgBmhH0"]this guy[/ame] and do not skip. Its almost 1 1/2 hours long...
good luck
for listening and learning. There is real progress here, keep it up!
Thank you, I am so much appreciate it
Bnopnia nice progress, keep it up and remember to look at it and tweak it from every angle. If one angle looks off try and figure out what's causing it and adjust it.
Keep at it
Yeah, I understand but there is no critiques or comments about an armour and I need them ))
For you I attached the pictures.
Rigging wise it's not ideal
I would say too that you are making progress really fast, adding a lot of stuff on the character. If I was you tho I would go back to the body and give it some more love and really try to refine it before really putting some work into the armor.
About the armor It kinda look a bit muddy at the moment. The details looks a bit too much like very sharp extrusion in my opinion.
Looking forward to see your progress
Every character is a huge learning experience so really try to push it that way!