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Looking for Advice and Critique

As of now, I am developing a few games in unity. I am a programmer moving into the artistic side of development and would really appreciate feedback and advice for improving characters. The artist that was working with me is no longer able to work and so I had to pick up 3d modeling. This is the first model I've done, so it's mostly a learning tool.

Here is a high-poly generic female character I am working on.

I feel the face, especially the lips, and rib cage need improvement but I am not sure what is wrong. From all the research I have done, the topology looks correct, so I would like expert opinions, and honest critiques. I greatly appreciate the help!

Replies

  • ClusterOne
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    ClusterOne polycounter lvl 4
    I'm not sure how far you are trying to take this in 3ds max but the topology looks more than sufficient for sculpting (assuming its pure quad topo). Unless you are working with a very specific polygon limit (like super low), there is no real reason to go very far in a 3d package like maya or max, unless of course its a topology study. For anatomy here's a pretty good sculpt that shows a natural female physique--I forgot who did it but I found it in my reference folder. Hope it helps.

    vBIYrRV.jpg
  • WordsOfJoe
    I have a few more areas to get rid of tris and n-gons so I will clean that up. I was under the impression that sculpting was optional (pretty new with this stuff) but if sculpting is far more efficient, then I will definitely start reading up on it and give sculpting a shot. Thanks for the help!
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