Home 3D Art Showcase & Critiques

My First Video Game Character!

polycounter lvl 7
Offline / Send Message
Dayl polycounter lvl 7
Hey guys!

I'd just like to share my first finished video game character! I know he has a RIDICULOUSLY high poly count in relation to his quality, but I wanted to make him that high res because the game he's going into is a high quality game and I wanted to leave room for me to improve him later, or reduce the count at some point. On that note, any suggestions?

Thanks for taking a look! ^__^

Replies

  • BagelHero
    Offline / Send Message
    BagelHero interpolator
    Can you show the wireframe? To be entirely honest I don't think the polycount is too crazy, though for a simple character like this without many bells and whistles, I'd be interested in where that geo is going.
    More polygons ≠ more quality.
  • sushi
    As said, that is not an outrageous polycount for your character... did you make a high poly model? The character looks good but perhaps could use another detail pass.
  • Dayl
    Offline / Send Message
    Dayl polycounter lvl 7
    Here's a render in marmoset with his old temporary hair. Most of the geometry is in his legs TT___TT It's terrible, I know xD I was thinking I should take some out of there and add it to his arms...
  • Soldier63
    Maybe I am not as good as you in modelling and 3D stuff, but in my mind i think it would be a good idea to add more detail to your character, especially if it will be your main character!
  • BagelHero
    Offline / Send Message
    BagelHero interpolator
    Geo is for the purpose of having your model deform correctly. That, and for getting the silhouette of your model down. As such, usually a ton of the geo should be in the face, to capture the minor facial movements and deformation. Take geo out of the legs that doesn't contribute to the silhouette. Take geo out of the forearm that doesn't help with deformation or silhouette. Hell, take any geo out that doesn't contribute to deformation or silhouette. If it doesn't help with either of those things, why is it there at all? ^^;;

    It's not usually so important for performance these days (provided you're going for pc or console standard), but it is good practice to know why every edge loop is the way it is, and clean up your geo. :)

    Usually I mightn't harp on about this point so much, but for such a plain character it's just kind of wasteful.

    It's not a bad character, though, especially not for a first go. He's definitely solid enough, just a bit plain. You might want to work on your material definition a bit more, too. The shirt, pants and shoes seem like the same material right now. Giving those textures a little more love and care should help in the future.

    Seconding a previously mentioned question.. Did you bake this from a sculpt? If so, it would be worth adding more Detail and material definition in the hipoly, too.
  • Dayl
    Offline / Send Message
    Dayl polycounter lvl 7
    Awesome, thanks for the tips!

    Yeah I sculpted him in Zbrush first. I tried to add more detail but the shirt for example, was around 4 million points and even then when I tried to use an alpha for some cloth texture it was turning out all "pixelated". Maybe i was just too close and that doesn't show up when you bake though? I guess you'd be far enough from the player for it to read as cloth...

    Any tips for that?
  • BagelHero
    Offline / Send Message
    BagelHero interpolator
    I'd try Noisemaker, honestly, but I've never really had an issue with a clothing piece above 3mil using alphas (That said I just looked over at my other screen and the cloth subtools average about 5-8mil points. So... If your computer can handle that just going higher is a decent solution).
    If it's small pixelation in non-important areas, you can probably get away with it. ;)

    In terms of detail, another thing you could focus on is more realistic folds (the way the cloth folds and drapes is a good indicator of what material it is), maybe a bit of damage from general wear and tear (loose threads etc). Also, if you're going to have seams, make sure all the seams required to sew the piece are there.
    In this case, his shirt has seams around the sleeves and across the broad of the shoulder, but none down the sides (that I can see), no buttons or fly on his pants (that I can see), no pockets and no seam down the side of his pants either.

    For the folds, at least, see here and here. You'll get the hang of it eventually.

    In general, a little more attention to detail wouldn't hurt. Even his shoes and hair are kind of just... lumps in the vague shape of shoes and hair. Pay attention to the actual construction of things (and maybe look into alpha plane hair).

    Also, please render at a larger size! If this is Marmoset, render out some screenshots at a higher rez, and don't use mid-grey as the background. Use a nice complimentary color, or save as transparent and add a nice subtle gradient in photoshop, or even just blur your marmoset background to heck (if you're using Toolbag 2, then the "ambient" background option works okay for WIP shots). Save as PNG and upload offsite (imgur or imgbox or something) so that you can embed it in your post using the [IMG][/ IMG] tags. Presentation goes a long way, too. :) You've got a solid base here, but I think you really need to push it more to get the best out of it. Keep it up![/img]
  • Jeffrotull
    Offline / Send Message
    Jeffrotull polycounter lvl 10
    Congrats, not bad.
  • Dayl
    Offline / Send Message
    Dayl polycounter lvl 7
    Awesome! Thank you so much for the tips! I'll work on it :)
Sign In or Register to comment.