Hello, currently in my final year of university, and that means practise!
Aiming to get as much feedback, opinions and corrections as possible- that is why this is being posted on Polycount!
Making corrections to my own ability while I still can.
There is an assignment, it is
here.
The task is essentially to recreate a character from a graphic novel, in the style of the graphic novel, for a hand held game and imported into UDK Mobile. The decision has been made to create Gandalf from the 1990 Graphic Novel 'The Hobbit'.
Currently, Gandalf has been broken down and the base mesh has been built. Realistically, the target is to get him into ZBrush as soon as possible, because there are prior projects and dedications to work on.
Replies
In what way do you think it is too stylized?
The hands were too small, initially tried to edit it but chose to start again. What is interesting is that Gandalf does not have old wrinkly hands.
The hat was too small, the shape needed to blend more around the top of the head. The shape is different.
The moustache was simple too thick, realistically it needed tweaking based off the character.
you got some kick ass tips in your last thread, I advise you to take a look at the mountains of adivise you got in there to use on this model.
http://www.polycount.com/forum/showthread.php?t=127313
- Shorten those eyebrows they stick off WAY too much
- The ears shouldn't be sunken into the head
- The eyes need to be sunken more into the face
- The feet need to be wider and less pointy
- Your hands also need quite a bit of work, I'd recommend importing an image of a hand and modeling that so you can get the proper proportions
I HIGHLY suggest using reference when modeling your characters, even if it is not the exact same as what you are creating.
I would go back and read your last thread. Also start at lower subdivs, you went into details too early.
Also, do not understand what you mean by use a "lower subdivision", I used a lower subdivision (1 -2) to make changes that would have a greater impact on the higher subdivisions, such as creating a distinctive shape to the cape, and then higher divisions (4-6) to create crisp curves on waves in area.
You want to create character for a game, first set up a solid base, forget about zbrush atm, make sure you base mesh has the correct shape, silhoutte and polygon layout so you wont run into any problem when moving on later.
Refine your base model, look at examples for polygon distribution and correct edgeloops and show some wireframe shots of that, then move on.
Try building up the basic shapes before u even add a pore or wrinkle, spend a lot of time on just the structure of the head
here's a quick paintover to help explain
You have to get better at reading, understanding, and observing your reference. Yes his eyebrows in the reference shoot out, but they also curve almost like eye lashes, and they are really thin and gestural. What you did with his eye brows isn't even close to what they show in those drawings, and you have to be able to see why, and understand why. This goes beyond just this assignment for school, this is something you absolutely need to do as an artist.
Weisheng, pretty much stated it, on level 1 it must look pretty spikey before you move into level 2 it might be frustrating at first getting used to building from the ground up but if done right can look pretty cool.
best of luck, I like the idea you just need to drop back to your level one and make sure every aspect of the design is made at the level then repeat to create the forms. So it is like making the design 3 times but every time your refining the model. But yea do exactly what weisheng says.
To add people here pretty much get a feel for those who do not take critics seriously and will pretty much start ignoring you if you don't take them into consideration. Just f.y.i.
Goodluck.
Yes, I'd suggest seeing if you can sit in on some life drawing classes. Typically schools allow you to sit in, or "audit", a class you've already taken. It would also be a good idea to get a small sketchbook with you and sketch as much as possible, you can get Moleskines that are small enough to fit in your pocket.
I know what to do!
Seriously. It's not about how many polygons you use, it's how you use them. This here is much better looking and never had any highpoly done. Just lowpoly and a diffuse map.