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Feedback please :)

Hello i posted a thread on here previously of a low poly model of Marceline, and have since done another model for my University unit, character design. The point of the unit was to do a high poly model in which i chose to do squirt, any feedback is welcome i'm still really new to setting things up but heres renders i've made on auto desk/photoshop.

Thanks! :)
20gi04w.png
311ri1c.png
v6osar.png

rmk3td.png

Replies

  • DWalker
    It is a nice start, with a great deal of personality.

    It seems very low poly, especially considering it is supposed to be a high poly model. Turbosmooth will certainly help at this point. I'm assuming you don't have access to zBrush/Mudbox, but modifying individual vertices with soft selection enabled should work well.

    His left eye has a curious black line traveling through the bottom half; it's not in the texture, so I'm guessing it's a wacky normal somewhere.

    Eye textures are almost always generated as circles with the pupils in the center rather than offset as yours is, and the eyes themselves are modeled as spheres or hemispheres. Your current layout would really make animating the eyes difficult.

    On the eye texture itself, amphibian eyes have curious horizontal or vertical pupils - they appear almost round when fully dilated, but narrow to lines. Also, the sclera is almost completely hidden with the pupil filling the entire visible portion. (This might be the concept; it's hard to know without a concept image... hint, hint...) Painting the highlight manually, rather than allowing the lighting to do its job, will again make things more difficult for anything other than a static pose.
    800px-frog_eye_closeup.jpg

    Amphibian skin should be wet and glossy, rather than matte. Even without a specular map, applying a specular to the material will help; a proper map will, of course, allow you to make the eyes glossier than the skin. A fairly simple and subtle normal map will allow you to give the skin its proper bumpy feel.

    The rear shot is rather confusing, especially with the strange black line running along the bottom half.
  • AsaNYC
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    AsaNYC polycounter lvl 15
    For this style of character the pupils aren't too much of an issue, although putting them on the pole of the sphere would certainly be good.

    I'd suggest looking through the character topology section of the wiki. While you have no nose, you should still be using spherical topology for the mouth, so you get some nice cheek and mouth deformation if you animate this lil guy. A straight grid from eye-to-eye isn't going to help you out with still or animated expressions.
  • JordanN
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    JordanN interpolator
    Correct me if wrong but why isn't the skin also mirrored? You could gain a little more UV space if you shave half of it. And what's that white thing next to the eye? I don't see how it plays a significant role in the picture to be that big.
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