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Character Sonata (first attempt)

Hey this model is a character i had to make for my university work and would love feedback on what could be done to make it better. I know about the planes that are next to the hair, i need to get the alpha channels working on it. There is also the shoe which needs the faces flipped and the connection on the neck to the body is rough.
Thanks Rowan

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Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Anatomy is off.

    What reference were you using to model her?
  • Dan Powell
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    Dan Powell polycounter lvl 5
    It's better than my first character, but if you want a head start it's best to focus on anatomy first. Spend your time learning anatomy; dedicate a lot of time to drawing and sculpting it from reference (life modelling photos are easy to find on Google, there's also plenty of books for drawing human anatomy, as well as online tutorials.)

    In terms of anatomy a lot is off here. Just on her face:

    - Eyes should be in the middle of her head.
    - Tip of the nose approximately half way between chin and eyes.
    - Centre of mouth approximately half way between nose and chin.

    She doesn't appear to have any real cheekboxes. Lip shape is off too.

    Not the best image but it illustrates my point:

    hkEO6.jpg

    A person's height is usually about 7-8x the length of their head - so you're not doing too bad on that front.

    Her breasts look off. Remember that essentially they are a mass, and gravity will act on them; pulling them down. If you look at a woman's chest side-on the breast shape is more like a tear drop than a sphere.

    Her shoulder joints look a bit like an old action figure's. Remember that everything connects together by muscle and tendons and that there are no sharp cut-offs in the body really. :P

    Sorry to be a bit brutal but it's important to highlight stuff. Focus your time on anatomical studies! :)
  • rozzer66
    Thanks for the feedback, next time i will look up more on anatomy and also better references.
  • THendersonVFX
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    THendersonVFX polycounter lvl 6
    Reference is everything. For something like a character, you should have dozens upon dozens of images you've grabbed. Everything from facial features you like, to body references, clothing styles, clothing material, other concepts you find inspirational or similar to yours, etc. Make an entire separate reference board for your weapons/accessories, and do the same thing. Be sure that your reference has all different angles to it as well; front view, 3/4, side, even top down. Pros and senior artist all use tons and tons of reference. I hate to keep elaborating on this, especially since it was all mentioned by other posters as well. It's a good first pass at a character. My first character was just colored with tons of shaders :P

    Get a bunch of reference together, photoshop it all together and post it up, and we'll help you go from there :)
  • PyrZern
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    PyrZern polycounter lvl 12
    What year is this class in the U btw ??

    Also, since you're not sculpting the character yet, learn topology. It goes hands in hands with anatomy knowledge.
    Head_Photo050+with+lines.jpg
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