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Rip me a new one pls.

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TytanTroll null
 guys. I've just finished my entry submission for a student competition, its actually the first textured posed optimised character ive actually finished to the full, they usually end up grey or just high res because i usually lack the motivation.. Anyways i would like some critique on anything that you can pick fault on. 

https://www.artstation.com/artwork/xBz24 <--- Theres a marmoset viewer in there. 



Replies

  • bejibo
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    bejibo greentooth
    Yoo so the Topology on the face is far too dense too many loops  and I would look into the structure, anatomy forms of the face, they look off. 
    Too much forehead, lips need a better shape and jawbone. the texture seems very flat and dull.  I would go back to your t-pose and rework all the forms on the body as well look at some similar characters like Tomb Raidar to capture some of her shapes. all these things need to be done before posing. 
  • Ged
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    Ged interpolator
    well done for finishing your first character, I bet you learnt loads along the way, keep at it and you will improve, theres no magical short cut that I can suggest. Just do a lot of zbrush sculpt anatomy studies or draw studies in pencil and keep learning more modelling techniques. Try modelling a character based on a concept instead of designing your own, being a concept designer is a whole different job role and would take years to learn and you are more likely to work from concepts in a studio environment.
  • Maxilator
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    Maxilator polycounter lvl 8
    I'm not doing characters, but a tip I can give you that has helped me a lot is to look at how the best artists does their stuff, this is quite an obvious tip but I mean really take a look on how they think and go about solving topology and such things, now with marmoset viewer and sketchfab it's really easy to learn some of the tricks. Other than that, just work on improving every step of your process, when something feels done, sit back and think of how you can make it better, for example the zipper on the vest which just now is just a white line, if you would apply that level of self criticism you would probably conclude that the zipper should have the teeth, slider, etc.
  • artrynk
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    artrynk polycounter lvl 19
    Technique:
    1- Poly topology good and accurate
    2-anatomy most above average(hands! you do it! :) no ""child" mistakes with shovel-like style)
    Impression:
    boring, miiddle model for seconday characters in game such a crowd-people.
    Maybe Im handpaint fan, but no contrast  between parts of cloth, no visible seams or bevel-chamfers
    Hairs -  its hard part in any time/projects, so
    Shading- look to base ref, gloss ,spec,where cloth, where wet skin, your model -flat and mate
  • TytanTroll
    Thanks alot guys, very valuable critique, I agree that the textures are very dull, i was feeling really disheartened at the feedback i got elsewhere but this has really pepped me up Thanks alot guys. I just want to get better haha. thank you very much everyone. Now i have something to work on and i see the issues that i have. Cheers!
  • BARDLER
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    BARDLER polycounter lvl 12
    bejibo said:
    Yoo so the Topology on the face is far too dense too many loops


    Not really. Characters are getting really high poly these days. Here is a comparison of Uncharted 3 and 4.
    https://s-media-cache-ak0.pinimg.com/736x/b5/3b/f6/b53bf6c078203438a7d3c7c2bf456a61.jpg
    Agree with the other stuff you said though.


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