Hii, I want to start posting my progress here and ask questions so I can improve my artwork.
Sketchfab:
Updated 2/18modelThis is my first character, inspired by the Polish resistance movement in Europe during WWII - I'm not following any specific design / character sheet, but I have been looking a lot of low poly reference here on the forums, and searching through historic photos to get a feel for the style of that era.. I'd say it's a mixture of civilian / paramilitary / gangster..
Here's a good example:
.. and one more:
And here are some more shots of the character.. I'm looking for general C&C regarding proportions / topology / bone placement, and anything else you can think of that stands out, or looks funny.
Thank you!
Replies
Okay, made a lot of minor adjustments to the knees/forearms/collar etc..
1. Decided to give him a tucked-in shirt instead of the really short jacket - so he looks more like the fighter in the first reference photo. I tried modeling an army jacket with flaps that hang down, but the additional rigging / animation required was tedious..
2. Realized the shoulders had bad weights, so I fixed 'em, adjusted the topology a bit and made them less bulky.
3. The knees were very pointed when compressed all the way, so I gave them some extra geometry and adjusted the weights so they maintain volume better.
Next I'm going to fix up the upper arms.. I want my character to be able to reach behind his back, and take some piece of equipment from his belt. But at the moment the biceps can only rotate one way, due to the topology. Otherwise the arm collapses like this:
I probably just need to add another edge loop around, or a twist bone between the clavicle and upper arm. Any ideas?
@Olingova - Sweeet.. Thanks, dude. I really appreciate your feedback. Yeah, you're right about the deformations.. I added some geometry to the knees but it'll never be perfect! I'm hoping that with unlit, low-res textures, the clipping won't be as noticeable.
No I haven't done any painting yet.. but I've given it some thought. Tom Tallian's low poly TF2 characters are a huge inspiration to me.. I really like the low-res, pixelated game character look: minimal detail/folds in the clothing, soft shadows and highlights.. so something along those lines. I've just playing around with ideas, trying to nail the basic proportions / anatomy, testing poses and making sure the rig works properly. With this last pass of improvements I think I've settled on the clothing, so It's probably time to bust out the old Intuos pen and flesh out some ideas..
Fixed the upper arm by adding geometry and a twist bone.
And here's another pose I've been using to test the rig:
I have a small update on the model, and UV's:
1) I made some more changes to the head - gave him a more defined jaw, and adjusted some of the other forms.. cheekbones, hair, etc..
2) Made the chest longer / lower..
3) Added some geometry to the shirt so it overlaps a bit.
4) Crotch imrovements
Okay, now the UV's. I want to do a 128x128 texture, and noticed most of the low-res examples out there had very straight UV's.. so I went ahead and straightened out the islands as best as I could. Spent far too much time adjusting them, and worrying that I'm adjusting them too much - so feedback would be greatly appreciated. ^-^ I also should note the hands and head are scaled up a bit compared to the rest of the model, since I want them to have adequate detail, and stand out more than the other less important areas of the model.. This is pretty standard practice, right?
Thanks!
Sketchfab link updated. 1126 triangles.
Feedback/Criticism always appreciated.
Keep going!
<-- Sketchfab link moved -->
It's hard to judge from a lowpoly head only whether or not it looks right. Here are some ways to get around this:
Model sheet approach:
If you have a straight front and side view reference you can use, put the reference on planes in your 3D scene and align your mesh to it.
Test texture approach:
Unwrap your mesh and draw a blockout texture for the face. If proportions are different from what you were looking for, adjust the mesh with the test texture on it until it looks right. Be sure to fix unwrap distortions afterwards, then paint final texture.
Reference approach:
Project photo reference or concept art to your head model as a texture. Tweak the unwrap until features are aligned correctly, then tweak mesh until likeness with the reference is achieved. After that, create a final undistorted version of your UV. You could bake over the reference if you want to get a start with your texture (provided you have the rights to use the image in that way), or you could just paint your texture from scratch knowing that features will line up correctly.
Sculpting approach:
Create a rough sculpt in Zbrush to establish the face you are looking for. Since a sculpt is more detailed, you can get a much better impression of whether it looks right or not. After that, build your lowpoly on top of the sculpt, or take an existing lowpoly topology and resurface it to match the sculpt. After that, you can bake over the details from the sculpt to get a start on your texture.
- Head improvements and some reference..
model
I think your topology looks clean. However, the harsh angle between the plane of the cheek and the plane of the brow may prove problematic when you try to paint an eye right onto that crease. I also think the front plane of the face feels a bit flat. I would try make the mouth curve around the barrel of the teeth more. You could also pull out the vert at the temple a little bit to give more volume to the skull in that area. In profile, the skull needs more depth as well.
I still think your best bet would be to try and make a blockout texture for it, and then see where the mesh may need further adjustments.