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Wolfer
polycounter lvl 8
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Wolfer polycounter lvl 8
Hi there so working on making this anime character of mine into 3d. I got his body and outfit right but well I like to make sure i'm taking the right approach for the uv unwrapping. Just i seen many tutorials so the information tend to get confusing for me. I see some stretching on his shoes but however on the un map, the face orientation doesn't show being too bad. To add for my character pants, while i know it be good for it to be square like going down, it does seem like this is a good unwrap since it pants but I rather show the progress so far for this. I think i'm also asking because since this is pants that is organic in a way not like a helmet or so i wonder on the unwrapping more. 

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  • Fabi_G
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    Fabi_G high dynamic range
    Hi! Are you sure your checker map is UV projected? The way the checkers get cut off makes me wonder.
    If you want it looked at, you could attach your meshes :)
  • Wolfer
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    Wolfer polycounter lvl 8
    Yeah. i knew i did something off. I had it where i just gave it a material with a checker texture for it base color.  But did not attach it to the uv or so. So here is how it looks when i fixed it up with attach. But yeah didn't have it project by UV. THank you for poiinting that out.
  • Wolfer
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    Wolfer polycounter lvl 8
    I will be posting more on the unwrap but thought I show how he looks so far after all the modeling.
  • kanga
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    kanga quad damage
    I don't think the unwrap is your biggest problem so far. I think you want to have a look at manga anatomy (which is the same as anatomy anatomy) first.
    Its easier for you if you nail the naked form, then cloth it. The model is looking a bit goofy at the moment. The hips are a bit large for a male. The head hands and feet are a bit strange. For game models its a good idea to use square polys. Judging by your uved trousers it looks like mesh errors because the mesh isnt flattening properly and the different pants pipe sizes are an indication something is wrong. Practice naked studies first.
  • Wolfer
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    Wolfer polycounter lvl 8
    I look into that. Thank you
  • Wolfer
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    Wolfer polycounter lvl 8
    So here is my finished model. Try to texture it to the best of my knowledge and the references I used. I'm including in screenshots of it. Also I"m including in the references I use to help me out to show what kind of style i wanted to go with since it anime and it original drawing. So any feedback on how I could improve it I would appreciate or keep in mind for next time. I will say I think for the eyes, i might go with putting a sphere inside instead of having just the eyes hover to help it out as it was an approach i tried.
  • Fabi_G
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    Fabi_G high dynamic range
    Hi! Commendations for finishing the character and sharing the result.

    Similar to what kanga wrote, I think visually there's a lot of room for improvement, particularly with anatomy/ shapes and proportions. In my opinion this is equally (if not more) important as technical execution. With future character modeling efforts, you could poly-model more low-res models, allowing to focus on shapes and proportions and then just hand-paint textures (some characters by Keving Johnstone for example). Keeping it very simple will hopefully allow you to finish more projects and subsequently improve at a faster pace. Perhaps document your journey in a sketchbook. You can still ramp up complexity of projects over time.

    On the side, you could do 2D sketches to study anatomy and improve observation skills. Other than just dissecting existing, stylized designs, I think it's good to get familiar with real-life anatomy - enables one to able to make conscious decisions when abstracting people, other than just copying interpretations.

    Keep it up :+1:
  • Wolfer
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    Wolfer polycounter lvl 8
    Very helpful information.  I'll keep that in mind and look into that. Thank you. :)
  • Wolfer
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    Wolfer polycounter lvl 8
    So I think I finish as best I could with my character. Of course there is always room for improvement but that why I did this so gave me a chance to try things out, make mistakes and see what to keep in mind. Thanks again for the help.
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