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First model post – Farmhand character.

So like the title suggests, this is my first model post on this forum. I've been lurking for a while now but I've been too nervous to post, but I’m no longer at university and still feel I've got a long way to go, so hopefully your feedback will help me continue to improve!

This is the high poly for a character I’m working on for a friend’s game. He’s described the camera as similar to that of animal crossing, perhaps a little further away so I feel that any further detail I could put into the model won’t be seen at that distance. The characters are supposed to be colourful and not too realistic, though obviously believable anatomy is still important.

Crits are welcome, I know some areas of the face may need attention and there’s probably some other issues I haven’t spotted. Hair will be added later with the low poly.

Hopefully I haven’t missed out anything.

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Replies

  • demoproud
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    demoproud polycounter lvl 10
    Hey Chaz, nice work! I'm liking it so far. I would also suggest some improvements around the neck area. The clavicles could do with a little touch up, and the neck seems a little to big compared to the size of the head. Keep up the good work! :)
  • Kyuzo
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    Kyuzo polycounter lvl 12
    Hey, i dont know your experience, but for first character you doing good.

    I'd suggest you to get more reference images to the face, and.. mm, undress, dissolve hand in hand, and look in mirror, you will notice the difference with your model.

    Also, looks like you made entire model a single mesh, you did big, but useless work, split everything to subtools and life will become much easyer.
  • silver_hoodlum
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    silver_hoodlum polycounter lvl 4
    try to use an interesting pose, the t pose sometimes reduces the silhouette potential
  • Chazatron
    So I’ve made some changes to the model based on feedback. I found a better reference for the face and worked on the overall shape, as well as thinning down the neck. It was also suggested that I put some asymmetry into the clothing detail, as well as recreate the boots separate from the model to make the edges sharper.

    Thanks to everyone who had a look!

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    @ Kyuzo- I’ve been doing 3d for a few years now actually, but only in the last couple have I really got the pipeline for creating characters down. Would it be too late to separate the model up? It could be something I potentially do when I move onto retopologising the model if the clothing should have a separate mesh from the body.

    @Silver_hoodlum- I’ll be rigging the character later on, so for now I’m using this standard pose to make that process easier down the line.

    Crits are welcome. I’m looking to start retopologising the model soon.
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