The thing I politely ask for you, is that you use your trained eagle eyes to ruthlessly critique these, and as a long time lurker I hope that we can create a some kind of longer lasting relationship, as I badly need some criticicing, as my only critics has been my gf and family. And by that I mean that you point what's wrong, I correct it, you point again, I correct it, etc.
These are the three models I have chosen for the job. First two pictures are high poly sculpts, last one is real time, game model if you will. I have (almost ready) real time models for all of them, but they are still being worked on. I will post all the models
separately, and all the important stuff like wires, etc.
I think this is a perfect moment to do this, because I can still easily change things, before I go any further. So go crazy!
It's a privilege to get feedback for such a great artists as yourself, so big thanks!
p.s. All the concepts are made by me, which in hindsight was a really bad idea.
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I really didn't aim for photorealism in any of these as you can see in the other models. This one was supposed to be the most realistic one, and I started sculpting from the anatomic base mesh, but seems I lost the way. Can you be more spesific? What parts of model are unrealistic? What parts of the model are breaking the illusion? Pose? Proportions?
And that Gervais stuff...just rude.
https://www.3d.sk/photo_sets/search/query//thumb/small/standard/1/premium/1/category-7/31-40/category-113/Man/category-145/White/category-169/Nude/category-263/Athletic/page/1
I definitely agree on all of your points. The thumbs really are too long, and the lack of recognizable form is and was real problem. This huy has so much armor on, that even if there would be a perfect human being inside , it still would look bad. So the armor is a part of the problem, but i don't think I have time to make big changes to that, sadly.
The feet/starting of legs are a problem. The feet part needs some work. They are too mushy. An the position of the legs seems to be little off. I tried them like a million positions, and this is what I ended for. Maybe I just tweak them little more. Hard in a way because there is nothing under the armor.
Anyway, keep that feedback coming. I really appreciate it! I also have some wires coming so you can destroy them
Anyway, I will make a new head for him, but the body didn't look that bad when it was animated. And ofc I won't be presenting him in this stance. So maybe, besides remaking the head, perhaps I should rig and pose him now and see how it looks?
As for the knight, he really has massive shoulder under that cape, like Wow, Warhammer massive, and they were even bigger at some point. Problem with cape is that when the shoulders are under it, they really don't give the impression of massive shoulders but an impression of weird shoulders. I definitely will work on them.
I like the armor, but it really has some big problems. I think that part of it are just so thick, that they distort the underlying anatomy. I'm kinda stuck with the upper front part. Whatever I do it will still dominate the chest area and it's round design doesn't let any underlying anatomy away, but that's one reason I like about it. It's agressive and I like the tankiness, but it does hide everything under. I really don't have time to make a totally new piece, but I think I can try to fit the man inside there better. After I have redone the guy, and refitted the armor, I will post pictures without cape so you can check if things have gone better (although I love capes, and this one is here to stay )
Anyway, thanks a bunch @slosh! These points were superhelpfull. And I appreciate especially the pinpointing of specific mistakes, not just like saying go learn anatomy, or something I hope you stay and watch the next round after I have redone the posture.
But now that the shoulder area got kind of harsh criticism (good thing), I think it's time to re-evaluate the whole thing, and your idea might be one solution. So, people, what do think of the shoulders? They can be seen on the very WIP textured realtime model above.
What is even better than criticism, is suggestions how to correct them. So, big thanks @biomag sir!
So If I could get one of them, that you evaluate correct and anatomically sound, I would be eternally gratefull! Seems that you can only go so far with 2D references.
Thank you!
https://www.artstation.com/artwork/4NB8L
Here's a guide I like to use from my pinterest collection when establishing proportions for stylized or "photo-real" characters. It explains a bit about the different body archtypes/proportions that are typically associated with certain types of characters, and provides some really nice readable contours to follow....
Here is my pinterest and huaban board for characters. Both contain lots of photos, structural and proportional breakdowns and guides, which is really helpful...
http://huaban.com/boards/13782542/
https://www.pinterest.com/rjz3dcg/costume-and-character-design-reference/
But yea take the time to look and work from reference, always. Your armor is great. The fore arms on the detective were done really well too. But overall your characters are lacking interesting/dynamic shape and form, there's no silhouette... the bodies are straight cylindrical. As stated by others there's no contours or adherence to an underlying structure.
Your on the right track though. Just take more time to look at dynamic reference, and practice just working some good base meshes that hit on the difference body types. Don't get into to much detail until the structure is sound. A great way to get your head around it, and start to really see the shapes in their primary form is to work up a mesh, using a body type from the first image as a guide, with Zspheres. Than break it down to a low poly mesh and build up on that base...
hope this helps,
cheers, and good luck!
@Geocat Wow, thank you so much for all the critique, links and references. I totally agree what you said about 3D.SK. I had the subscription for a year while a go, and I almost only used it with spotlight to paint base for skin textures. I did sometimes use it as references, but only for like hands, ears and other spesific areas of human body.
That board you posted looks awesome, and you are dead right about my models lacking interesting silhoutette. Actually so much, that when you mentioned the cylindrical shapes, for the "detective" (or Bruiser, my working title ) I was really aiming to do it cylindrical, because as my second character ever, I had big problems baking good normal maps, and I though the cylindrical shapes would help . Ofc now when I know how to do it properly, there isn't much sense to keep them so roundish.
I really hope that the posing would bring up more interesting look, but of course it doesn't solve the major issues. I am, as we speak, posing a base mesh for the knight character, and then fitting the armor on (hopefully more lively) posture. It really warms my heart that artist of your caliber liked my armor, and I think that really it's the only thing I am happy with. So I hope that with help of you guys/girls, I can do justice to it (and you) by fitting it properly on good mesh, and with interesting pose.
As for the detective. I really am running low on ideas, how to make it more interesting. I am in a huge hurry in my life, and the knight is the priority now, so I can't change hes clothes, but they really aren't the problem anyways, right? So as you advised, what I could do, is "pump" up the anatomy itself, and make the underlaying muscle definitions better. (Sadly, there is not base mesh anymore, because it was an old model and I only had couple of files left)
Anyway, thanks again, and let me say that It really is privilege to get feedback from such a great artist as your self! Before I posted anything here on polycount, I went through your sketchbook, and it is just something truly wonderful and inspiring!
I hope you stay on this train, and continue giving feedback as I will post my progression!
P.S. Those reference boards are just pure gold!