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First Model - Feedback Greatly Appreciated.

Pibbs22
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Pibbs22 null
Hi all,

Would be grateful for any feedback on a piece i've been working on. It is my first model created and i've begun looking at characters with topology etc. Its based on the Feed Me character, 'Cott'. There is the quick reference sketch I did also at the bottom.

Regards, Pibbs22

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  • skodone
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    skodone polycounter lvl 2
    cna you please post some wireframes there seems to be some mesh issues
    on the face

    also u may consider taking an imagehost service such as tinypic and embed
    the pics with bbcode :) makes it easier to look at them

    as for quick feedback
    i would make the teeth and toes seperate meshes to get a good separation
    between the materials and more depth and definition
  • Pibbs22
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    Pibbs22 null
    Hi skodone,

    Thanks for your interest. Here are the wireframes as asked for. I can see the side issue to the side of the eyes, and i know its due to triangulation but i'm unsure on how to eradicate this. The bumps in the middle where the nose area would be are to try and show the slight scowl in his face. The teeth and toes, do you mean make them their own separate object?

    Thanks in advance.
  • Pibbs22
  • Moosebish
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    Moosebish polycounter lvl 12
    For your first model, its great!

    If you're passionate about creating 3D work, don't stop. You still have a long ways to go, but your best bet is to model anything and everything. Hopefully with each piece you finish, starting with this one, you pick up a few techniques to make the process faster and faster.

    Good luck on your journey!
  • skodone
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    skodone polycounter lvl 2
    yes i mean to seperate the mesh

    what is your aim with this character? is it for a game of just to pose it... will it be animated?

    if you want it in a game and it hast to be very low resolution i would advise you to learn normal mapping and baking a high poly onto a low poly.

    if you have to have one mesh and do have a strict polycount i would say you should add more around the eyes and create a proper edge flow

    for i do my retopo always like this:
    - start circling the eyes and mouth, arms and feet to have clean topology there then add the main rings on the body and join them as clean as possible

    i did some overpaint of difficult areas

    30jh5l3.jpg

    the shadow of the eyes you do by "breaking" a polygon... you dont want to do that, make it two triangles is fine but dont break it. also separating the teeth from the body will give you far mor nice geo around the mouth and mor freedom on the teeth, you could actually make a mouthhole for him and do the teeth as single planes (2 tris each tooth)
    also may look up face topology and arm/feet... topology for animation if you want to have nice edgeflow and no pain uving and texturing this guy :)
  • Pibbs22
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    Pibbs22 null
    Firstly, thank you Moosebish. Its taken quite a while being my first!

    Skodone, again thank you for your feedback. I originally created him without the grin and then spent forever trying to make a set of teeth fit! The idea of it is a University project, it wont be animated, however I aim aiming to go into the 3D industry once I've picked up enough skills and graduated, so thinking about animation is imperative. The arm was placed in with booleans, as were the feet. Hence the areas you have circled in paint. What you've done around the eyes makes much more sense as I did struggle with the eyes.
  • Grandma
    Really good for first model! Wish I learned or attempted good typology when I started
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