Hello, i have been given the task of creating a diorama like scene for my college course. Being this is my first time doing any 3D modelling and texturing i don't think it went too badly. Constructive criticism however is much appreciated
Thanks
The scene i chose was based on a certain moment in the Star Wars Phantom of the Menace end fight scene with Qui-gon-jinn and Obi-Wan-Kenobi vs Darth Maul, this is how it turned out
Movie Clip -
https://www.youtube.com/watch?v=w42nD3vfUZ0
Also included are the 4 models i had to create.
-Melee weapon
-Item from home (clock)
-Ranged weapon
-Item of clothing (barbarian inspired helmet)
Replies
For example, why is Darth Maul's body only pitch black? Where is his robe? I only see his silhouette. What I'm reading from everything is that it was a rush job assuming there was some due date for this HW assignment.
Your mesh's need more attention to silhouette. If I took just the silhouttes of Qui Gon and Ewan McGregor, I wouldn't be able to tell them apart. There's a reason why they have vastly different hair styles in the movies: it's for easy differentation at a very fast read. In many video games, and if you look at the games you play, you can find you identify different characters a lot better when they have distinct silhouettes. That's why characters like Chun Li or Mario have longevity in the public eye: they have unique silhouettes. Even with such a low poly model, you need to spend polys focusing on making sure oyu nail the silhouette. Look at Tom's TF2 models once again to see how with a little finesse, you can tell difference between the Soldier and the Demoman.
Also, you need to fix your topology to allow deformation. Right now you have cylinders with spans that will not make future animators you work with happy at all because they don't bend properly after rigging. You need to be cognizant of proper topology solutions for deformation going forward if you're making something that will be deformed in animation like that.
I'm hope you used reference, Kharmah, for the low poly meshes. Something like Tom Tallian's, who did an EXCELLENT job of reinterpreting the TF2 Characters into low poly: http://tommytallian.blogspot.com/p/low-poly-tf2.html
You definitely need to spend time learning how to paint in real life. I'll be the first to admit, it feels like your texturing was done in Microsoft Paint. This isn't a bad thing, it just means it would be in your best interest to immediately adopt a disciplined artist's work ethic:
Practice still life drawing.
Do Figure Drawings
Do simple value paintings in Photoshop from regular photos of real life objects.
These solutions do not fix immediately, these are very long-term practices a lot of artists still do today. We're not making a new sword, we're just continually over the years, sharpening an existing one. If you don't start soon, though, you're just delaying opportunities to improve your artwork overall.
Where are you guys studying at?