I've never been good at topology, edge loops, poly flow etc.
So I'm trying to get practice by making a face
Any feedback on my edgeloops etc. would be much appreciated
Overall, your loops are great, but your polygons are wayyyyyy too much uneven. You've got to even all of these. Remove the triangles on the cheeks, and other places where skin move. You can put some on the top of the head, but avoid it in the face. Take care that your polygons are mostly all the same kind of shape and size. You have a lot of squeezed rectangles in there, like the middle of the chinm upper brow, and cheeks), and you have a lot of difference in polygon size.
Compare with other poeple topology too. It could help you. Some exemple from a character i've made :
Overall, your loops are great, but your polygons are wayyyyyy too much uneven. You've got to even all of these. Remove the triangles on the cheeks, and other places where skin move. You can put some on the top of the head, but avoid it in the face. Take care that your polygons are mostly all the same kind of shape and size. You have a lot of squeezed rectangles in there, like the middle of the chinm upper brow, and cheeks), and you have a lot of difference in polygon size.
Compare with other poeple topology too. It could help you. Some exemple from a character i've made :
Thank you Felix! This is very helpful.
I've tried to apply what you said, here's the updated model
After working with Cryengine for years, I've decided to try out Unreal Engine 4. Foliage clustering greatly influenced this decision, as did blueprints and UE's material system. That, and I decided it was time to get my hands dirty with PBR.
I went with a more realistic approach, I felt that was fitting because PBR. No lightmaps were used, UE4 has the same type of GI as Cryengine now.
Working on an indie game of my own, was planning on making a work in progress thread but appears I still don't have privileges yet. Until then, here's some gifs, I apologize for file size!
Working on an indie game of my own, was planning on making a work in progress thread but appears I still don't have privileges yet. Until then, here's some gifs, I apologize for file size!
Currently running on PC, Android and Vita.
That game looks really cool, what are you calling it?
Since i couldn't find decent HiRes SHots of an GameBoy Classic i decided to make my own.
Theyre far from texture qual but one might find it useful for reference or something.
This is looking awesome so far! I would look at making the yellow corner decorations around the stars smaller. I think it could also help to work on rounding the edges (e.g. roof) to get some of the playful feel of the concept, if you want to go that route.
This will be a game for iPad (tower defense game). I made for Easley-Dunn Games. This is the Blacksmith tower, they provide me the concepts, the full evolution have 1,5k polycount.
Not quite ready to announce the project yet, but I would like to show off some early images. Modular starships for a sci-fi RPG I'm working on the design documents for.
Replies
Damn man, pretty friggan awesome right there. Really captured it
Overall, your loops are great, but your polygons are wayyyyyy too much uneven. You've got to even all of these. Remove the triangles on the cheeks, and other places where skin move. You can put some on the top of the head, but avoid it in the face. Take care that your polygons are mostly all the same kind of shape and size. You have a lot of squeezed rectangles in there, like the middle of the chinm upper brow, and cheeks), and you have a lot of difference in polygon size.
Compare with other poeple topology too. It could help you. Some exemple from a character i've made :
I'll stop spamming this soon! If you have any C&C : http://www.polycount.com/forum/showthread.php?p=2131116#post2131116
Eeek! Just noticed the horrendous seam near the eyepiece!
Thinking of expanding this into a little scene/diorama to be rendered within marmoset. I'll have a think about some ideas
Also there will be a little update of my Alice for PBR in engine
Thank you Felix! This is very helpful.
I've tried to apply what you said, here's the updated model
I went with a more realistic approach, I felt that was fitting because PBR. No lightmaps were used, UE4 has the same type of GI as Cryengine now.
http://imgur.com/uX4b9p6,MxagG1i,xy75QAD,wuonoB1#3
Working on an indie game of my own, was planning on making a work in progress thread but appears I still don't have privileges yet. Until then, here's some gifs, I apologize for file size!
Currently running on PC, Android and Vita.
For this pass I added the details to the wheel rim. Small rivets/details and a boolean cutout, poles that connect to the outer portion.
That game looks really cool, what are you calling it?
Skrat has gotten some fur and stuff now!
Gonna add jacket and the Transistor later after i'm done baking her.
Theyre far from texture qual but one might find it useful for reference or something.
cheers
vs
Concept from http://www.candykiller.com/
http://www.polycount.com/forum/showthread.php?t=139014
[IMG][/img]
This is by far my favorite 3D Samus ever.
Looks really great, and true to the general feel of the suit in the 2D games.
This is looking awesome so far! I would look at making the yellow corner decorations around the stars smaller. I think it could also help to work on rounding the edges (e.g. roof) to get some of the playful feel of the concept, if you want to go that route.
young Tom Waits? or just a random bust?
Nice one! Would love to see a game looking like this on my tele
~t
Updated my Alice for PBR in CryEngine.
Shameless crosspostin'
http://www.polycount.com/forum/showthread.php?t=139475
[ame="http://www.youtube.com/watch?v=c4XlmhDZn28"]Alice ( Monster Girl Quest) PBR Update - YouTube[/ame]
This will be a game for iPad (tower defense game). I made for Easley-Dunn Games. This is the Blacksmith tower, they provide me the concepts, the full evolution have 1,5k polycount.
Not sure yet, code named "Bunnies" for the moment after all the dumb bunny rabbits I had running around for AI tests.
Thanks! Still lots to do yet.
Hope you guys like it!
You can check out my progress on this thread:
http://www.polycount.com/forum/showthread.php?t=130247
Using 2k albedo, normal, spec, gloss maps - 6.3k tris
... and now to work on the lowpoly model! :poly122:
This is just a dirty Rig-test
Guess I should post this here... just called this one finished.
Cross post from my long term side project:
http://www.polycount.com/forum/showthread.php?t=139345
A repeatable made for my next project, in time may make a thread, who knows!
If anyone has feedback just let me know over here.