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Human male base character WIP

owlfrog
polycounter lvl 5
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owlfrog polycounter lvl 5
Hello everyone! I'm doing a second attempt at a human character that I want to use in my game. I would greatly appreciate some crits on how I can add more detail to the neckline area.. I'm stuck on it!

WvwIMx7.png

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  • TH98
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    TH98 polycounter lvl 12
    Are you looking at reference? There's a lot of muscles between the head and the clavicle that you can work on. Understanding the anatomy (at least on a basic shapes level) is really key.
  • PyrZern
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    PyrZern polycounter lvl 12
    Wireframe please ? And sideview.
    Also, what reference were you using ? If not, please do.
  • owlfrog
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    owlfrog polycounter lvl 5
    DB3qF9j.png

    I actually don't have any specific reference, I've been looking at headshots on google images and picking out things that I like. I may be looking at the references incorrectly though. I do think I can work on anatomy, any tips?
  • owlfrog
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    owlfrog polycounter lvl 5
    Oh and this is supposed to be a stylized character, I don't know if I mentioned that or if it was inferred.
  • PyrZern
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    PyrZern polycounter lvl 12
    Depends on how stylized or deformed you plan for the character, but do make sure that making it stylized is a choice, not an excuse for not working on anatomy.

    With that said, good topology helps creating the shape and form a lot. It will also pay you off better in the future as well if you automatically see topology when you look at real people face.

    This topology flow is just a tad more dense than what you have, so you can aim for something like this. Don't worry about the ears right now. Get his face right first.
    f6b859588dff7ae445b43e9947bd4933.jpg

    Your character is missing jawlines. And I think you can shape his mouth better.

    This might also help you. Draw laugh lines on people face, and usually that's how topology should flow.
    1.jpg
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