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Meatloaf, the packing troll

polycounter lvl 15
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Xavi polycounter lvl 15
Hey, good to see the forums are back smile.gif. This character has done a good round around some forums, so I apologize if anybody is sick of looking at it, but some extra feedback would definitely help (any ideas on how not to make sucky ass uv maps?)
so, couple of collages witht the lights out, then some renders to see how his butt reflects some lights and the concept illustration and poop
anyways, hope you like it, feel free to rip it to pieces, etc smile.gif





ah yeah, new character up in a couple of days... hopefully


  • Steve Schulze
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    Steve Schulze polycounter lvl 15
    Hah, I like it. A great character design. Crit-wise, a few more colours in the flesh tone wouldn't go astray if you wanted it to look a bit more realistic - some purples and blues in the shadows and maybe a really subtle touch of red and orange on the highlights. Perhaps some veins runing through might look good to. Just break up the green-ness a bit. varying the level of saturation here and there also often works well in cases like this
  • RazorBladder
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    RazorBladder polycounter lvl 13
    Is that haggis in his sack?

    The concept is great and the model itself aint too shabby though the proportions seem more extreme than the concept.
    The only real part that makes this model suffer is the texture work, jackablades more or less covered that though :]
  • MacD
    I like the whole concept smile.gif Looks kinda like something Josh Kirby (?),the guy who does the covers for Terry Pratchet's books might paint smile.gif
    My only crit is his rear shoulders... in the first pic, top row, second stance from the right, you can see his shoulders look a bit pinched...I think if you brought some more volume to the rear of his shoulders it will look as if he can actually lift his arms smile.gif
  • poopinmymouth
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    poopinmymouth polycounter lvl 17
    whatsup xavi, good to see you modeling and texturing. 8-)
    I think my biggest critiqe is that you kept the contrast way too strong all over. its making it read as a muddy mess. Shadows that dark are appropriate in the under planes, but on the tops of the arms and legs, it just looks like he has dirt in those creases. Try to unify the lighting a bit more by making it specific to a certain light source. Also some color variation would be good like jackablade said. On uv maps, have you watched my video tutorials? www.poopinmymouth.com in the tutorials section i believe videos 6 and 7 are uvone and uvtwo. lemme know if they help.

    looking good buddy.
  • Xavi
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    Xavi polycounter lvl 15
    very cool, thanks for the color advice! also i never noticed that thing about the shoulders, thanks for pointing that out smile.gif
    poop, ill get to do some changes soon and ill check those tutorials as well laugh.gif

    thanks again!
  • eepberries
    That's a really big pea-cock.

    I'm scared shocked.gif
  • Wells
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    Wells polycounter lvl 16
    where are his short and curlies? he get a wax sometime between concept and skin?

    everything else has been covered, i'd say. great concept.
  • MasteroftheFork
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    MasteroftheFork polycounter lvl 14
    Its an awsome model and texture but I agree with these peoples. Also his nose looks like it only has one nostril(this might be intentional).
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