Before I get into explaining these models, I just wanted to say that I invested so much time into being an Environment Artist.
I did this because I couldn't get the swing of Organic Modeling. These are not the first attempts at designing characters... The first few were terrible, and I mean TERRIBLE... not that these are "really good" by any stretch.
These characters were made for my personal game called: Portal Horde - A low Poly Top down crawler / Arena wave game. Also, In order of completion, to show progress.
For a better look,
https://sketchfab.com/Lowpolyprincipal/modelsCommon Enemy Minion - Note: Wasn't comfortable with Human form, so I covered it up by making a skeleton - Which seemed to be right between Organic and Hard Surface modeling.
Made with Blender
Mini Boss: First attempt at compete Organic Modeling, Managed to get the general shapes, but was still having trouble with mid section so I made
him extremely exaggerated to cover my shortcomings.
Made with Blender
Human Assassin: The second attempt at Standard "Stylized" Organic modeling. I managed to get him all there with a lot less trouble, but noticed later how small the shoulders looked, which made me go back and really emphasize my style by making him more "Stylized" - Big hands, Feet, skinny limbs... etc.
Made with Blender
T pose
This Screenshot is one of the menu BP's in Game. Meant to be comical, or similar to Sea of Thieves Character / Tavern Menu - Obviously not from this angle, but you get the idea.
Made with Blender
Playable Character: Knight
I spent a lot of time on this one... This is my Playable Character that actually has a shield as well, though I ran into complications with the Bitmap.
This is the farthest I have gotten in my study, benchmarking my ability as of recent work.
Made with Blender
Made with Blender
Maybe I'm currently along the lines of perfecting the topology, or just getting better at that in general and coming up with better ideas. Before it was; "I can't even get this to look like a person". My anatomy and organic comprehension was just so bad that I felt like I was wasting time by making characters. I don't think I'm looking to be a Character Artist at a company or anything, I'm just currently making my own games. BUT, I know this community doesn't hold back. Give it to me straight, am I getting somewhere with these or should I stick to my Day Job?
Thanks so much for your time!
Replies
But overall as you are doing stylized stuff right now it is hard to judge as what should I compare it to? Give us a benchmark you want to reach and then you can get a discussion. One thing though I think they all lack right now is color variation in the texturing and unique silhouettes. They have a very stickman feel to their profiles.