Home 3D Art Showcase & Critiques

Power armoured game character FYP for UNI (Feedback please)

Realise i'm new to this but figured i'd give it a go as theres an amazing degree of talent on this website. The head has not yet got much detail, this will be added during the sculpt and retopologised, same goes for the hands. The armour of the character has been designed so far for next generation graphics such as PS4 and Xbox One, It is being designed for the purpose of my final year project at University.

This is just a base mesh so far but wanted any constructive criticism outlining what to change before taking it into Zbrush for the sculpt.

Meshes for next gen I have researched to be between 30-60k polygons.

This one is 30,167 as Low polygon.

T-pose
NSoTrVr.jpg

A-Pose
dYVjxUY.jpg

Both poses have been done due to research showing that the A-pose seems to be more frequently used for next gen characters making the arm movement more fluent while rigged.

I would also like to know which is preferred and what could be changed if necessary.

Thanks

Simon

Replies

  • SimonJEdwards
  • SimonJEdwards
  • Vertrucio
    Offline / Send Message
    Vertrucio greentooth
    Stick to one modeling pose. You already answered your question as to which to use.

    The cranium on his head is way off, learn your anatomy, know the names of the bones, those names provide an anchor point in your memory for the visual forms.

    Resize your images so that people can view your large imagines without blowing up the forum.

    Rethink the joins on your armor. You've got areas that are major joints pretty much enclosed by metal plates.

    There is something wrong with the pelvis, either the torso is too long or pelvis is too narrow. Either way, you couldn't have both a natural sized pelvic region and hip joint and the armor at that width.

    Do you have a human underneath the armor to act as anatomy placeholder? If so, show it.

    You need to decide what those shoulder pieces are made of and how that whole joint animations. You currently have it modeled and built like a solid metal piece, but between the A and T pose you have it bending and deforming like thick rubber, which even then would not deform as such.
  • SimonJEdwards
    Ok thanks very much, just had feedback of my lecturer too, so i'm going to edit the mesh then ill put the editted one up, he pretty much stated the same issues as you when looking at the model.

    I'll put up an updated one on this thread in a few days with the edits
  • Abrvpt
    Offline / Send Message
    Abrvpt polycounter lvl 4
    Good start. In addition to what Vertrucio said, the arms looks a bit short.
  • SimonJEdwards
    Hi again, still my base mesh but have been editing the Armour and made a gun, completely altered anatomy after reading a few books, it is now Heroic proportions. The black material is cloth in arms to change the fact they could'nt bend before.

    4ECDAB7.jpg

    Anymore feedback would be appreciated, I have also deleted the head and am remaking the base mesh for that today.

    zuAOnZT.jpg
    PFXuFcB.jpg
    Ku7anqY.jpg
    TX5n3fj.jpg
    TWsYnLm.jpg
    anZ93F7.jpg
    ew34RDg.jpg
  • SimonJEdwards
    GjD9kVu.jpg
    mPq9FN6.jpg

    New Armour shape to show more power and make the Armour not skin tight, I was told there was not a style as it was alternating between bulky and skin tight, this has now been edited, any feedback and constructive criticism of the updated model will be appreciated
  • SimonJEdwards
    I have already been told by my fyp supervisor to change the shape of the boots, the kneepads and turn the blades on the right arm into a claw attachment possibly, so far only the armour is considered, the head and gun will come afterwards.

    Thanks
  • SimonJEdwards
    there is cloth in the same places on the updated model but forgot to put different materials on it to show this

    Sorry
  • SimonJEdwards
    The character is completed for the sake of the FYP, more could be added and I know this so any suggestions will be very welcomed, thank you for all the advice at the start as it steered me towards a much higher quality model.

    https://www.youtube.com/watch?v=40KeXwcuTRA
  • slosh
    Offline / Send Message
    slosh hero character
    Did you sculpt a basic anatomy for a nude body first? I am not a fan of building an armor without a proper base below it. No matter what kind of armor it is, pieces are always built to conform to the body underneath. So it will always mirror the body to a certain extent and have nice curve and flow. Yours has a little of this but it just seems tubular and blocky without much flow. If you can, I would definitely rough out a nude body underneath and build the armor on top. Get a lot of reference and look at how aesthetic armors have nice flow and accentuate major silhouette breaking areas on the body.
  • SimonJEdwards
    I'll take a look at that thanks, I did originally have a base sculpt to work on top of, but I wasn't good at anatomy back then, since then i feel i have progressed massively so obviously the body to build on top of would have been a lot more proportionate and conforming to the human shape.
Sign In or Register to comment.