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Games Art and Animation student looking for feedback

Tevin
polycounter lvl 3
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Tevin polycounter lvl 3
Hello everyone

I am a games art and animation student in my final year. I am currently doing my final major project and I was hoping to get some feedback on the character model so far. its still a work in progress and I am looking for some feedback and critiques.

For this model I am looing to create a stylised type  character. However when I was doing research into how, most of the artists created their stylised characters in Zbrush and retopologised in Maya, but I am currently going from Maya to mudbox as I don't have Zbrush available to use. For the body I followed the body tutorial by James Taylor and did the armour and UVs by myself. I was looking to  do the details and sculpting in mudbox and transfer the normal and ao etc back to Maya. For texturing I will either us substance painter or Photoshop. My character will look very similar to genji in overwatch as he will have a Oni mask as well.

Any feedback and critiques would be greatly appreciated as I am still a student so any advice people can give would be great

Replies

  • Sebeuroc
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    Sebeuroc polycounter lvl 13
    Are you going for an overwatch type look for your final character? Right now your low poly is looking more like a mobile model.

    Your unwrap is kinda a mess and could be optimized a lot. I see huge empty gaps, overlapping islands, and mirrored islands which aren't aligned correctly. Unless you have a reason for using non-square textures, I'd really recommend sticking with squares - it's just easier to work with.


  • Tevin
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    Tevin polycounter lvl 3
    Sebeuroc said:
    Are you going for an overwatch type look for your final character? Right now your low poly is looking more like a mobile model.

    Your unwrap is kinda a mess and could be optimized a lot. I see huge empty gaps, overlapping islands, and mirrored islands which aren't aligned correctly. Unless you have a reason for using non-square textures, I'd really recommend sticking with squares - it's just easier to work with.



    Hi thanks for the feedback 

    I am trying to go for the overwatch type look for my character model similair to Genjii but I'm just now sure how because I have never done a stylised character before or sculpted in Zbrush so the best I have at the moment is maya and Mudbox. Most of the stylised characters I have seen the person modelled in zbrush but never to animate or use in a game just to showcase. The character is going to eventually animated for a fight. I kept being told that I should model for a game so to try and keep the poly count low but I'm not sure that's working for the look I'm trying to get.

    The uvs are a combination of 2 UV sets on is of the main body the other the armour but i tried to stack the UVs that matched and would have the same textures
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Do you have jusut your Zbrush sculpt in a turnaround in a grey clay mat cap and even lighting?
  • Lukeman87
    As your first sculpted character it's definitely not bad at all. The silhouette is pretty solid. I would, however, stretch the torso a bit. It looks a tad bit scrunched. The hips look a bit fat too. Also, if you're sculpting, you should be sculpting the textures on his armor, clothes, and skin with different brushes, and when you extract the maps to put on the lower poly model all that detail will show when you render. Basic rule of sculpting is leave no surface smooth. You're uvs could use a little reworking too. The idea of overlapping identical geometry is good, unfortunately it's not ideal when switching from one software to another. Just a few ideas. Keep working!
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