Looks pretty good, the thumb and hand geometry is a little weird though. The thumb looks way too fat to me.
Also you've got some edges in the arms and legs that aren't linked up to form quadrilateral or triangular polygons - i'd try to keep everything at least as quads when you're modelling low-poly stuff.
Wow, very good model. Very basic too but thats good for basing other models off of. His thumb seems to be pretty large and theres some weird stuff going on with the back of his feet. Also, you've got an n-gon right on his ribs which is easily fixable.
thanks for the replies, the thumb is quite thick yeah, going to fix that, as for the ngons, there aren't any, it's just how the program wants to skip some edges in the wiredrawing process.
I want to be able to have a bunch of variations in the textures, that's why I had to make the mesh as generic and the "clothing" as tightfit as possible, I'm thinking of making the texture some leather'ish light armour, and gloves on the hands.
Wow, just the model did not really elicit me to post, but man, the texture is looking cool. I love the ties along the side, and the metal on the feet is looking cool. I am looking forward to the rest!
:> Love it so far. I enjoy these fairly low poly models with most of the detail in the texture. Hope we get to see a flat when your done. Keep up the good work.
now I'm learning that some things can be done better, and that hands/gloves are quite a messy thing to texture, whats the best way to do this? seperating front and back of hand?
Wow, I didn't really think much of the model at first, but the texture job has really brought it to life. Keep posting, it's awesome work, very creative and inspiring!
Texture work looks very good so far.
I would go for more colour/hue variation in what he's wearing - it's all brown at the moment, therefore not very interesting.
The shading and style is nice though, the textures are nice and sharp too.
Keep it up!
Yeah, I've definitely seen a lot worse come from people who are already in the industry, so go figure
I like it, although still it's a bit too "brown" - generally lacking colours that make it jump out from the screen at you.
Face could use a bit more contrast I think, mainly lacking extreme shadows and highlights at the moment. I also think you have over-emphasized the shadow under the cheekbones. It should fade into a lighter colour more rapidly maybe? Also a little more colour variation (like red around the nose/eyes, some subtle blue/greens in the chin area) wouldn't hurt.
I reckon there could be some more folds or detail around the ass of his pants though, looks very boring and shaded weirdly there at the moment.
The detail on the boots armour is cool, I'd maybe like to see that theme picked up somewhere else on the texture too? On his sleeves maybe? I don't know.
I like the overall level of saturation it has.
The backpack could also use more dark thin shadows I think, the shadows there at the moment seem too light and saturated compared to the rest of the model.
Definitely good texturing work though! Keep it up!
I've always been in some doubt weither I'd fit into the industry :P, and I don't feel my portfolio is quite ready, anyway, those are some very heplful tips and guidelines, I'll try to change stuff to the better.
Replies
Looks like a good base mesh, Though nothing about him really screams fantasy at the moment. Though the hands are in need of some work.
Also you've got some edges in the arms and legs that aren't linked up to form quadrilateral or triangular polygons - i'd try to keep everything at least as quads when you're modelling low-poly stuff.
The overall proportions and mesh are good though.
MoP
I want to be able to have a bunch of variations in the textures, that's why I had to make the mesh as generic and the "clothing" as tightfit as possible, I'm thinking of making the texture some leather'ish light armour, and gloves on the hands.
http://eldron.20m.com/dma/player_model_3.jpg
http://eldron.20m.com/dma/player_model_4.jpg
I really should be looking for a more attractive way to post images, url's aren't the greatest.
http://eldron.20m.com/dma/player_model_5.jpg
http://eldron.20m.com/dma/player_model_6.jpg
working on the face, although i still have some things on the body that I left, and other stuff that needs refining, and the backback..
I would go for more colour/hue variation in what he's wearing - it's all brown at the moment, therefore not very interesting.
The shading and style is nice though, the textures are nice and sharp too.
Keep it up!
I like the way the face is going ,a nice fairly serious look, but not so much that it looks like he's constipated.
and Mop, do you mean general hue-difference in seperate clothing parts or in the the whole texture?
I'll add something other than just brown to break it up, thanks for the advice!
The color variation would help, Everythings falling into place though, good work.
just about done, fixed some things on the main texture, tried some color variation, worked on the face..
so, is it industry/job worthy?
I like it, although still it's a bit too "brown" - generally lacking colours that make it jump out from the screen at you.
Face could use a bit more contrast I think, mainly lacking extreme shadows and highlights at the moment. I also think you have over-emphasized the shadow under the cheekbones. It should fade into a lighter colour more rapidly maybe? Also a little more colour variation (like red around the nose/eyes, some subtle blue/greens in the chin area) wouldn't hurt.
I reckon there could be some more folds or detail around the ass of his pants though, looks very boring and shaded weirdly there at the moment.
The detail on the boots armour is cool, I'd maybe like to see that theme picked up somewhere else on the texture too? On his sleeves maybe? I don't know.
I like the overall level of saturation it has.
The backpack could also use more dark thin shadows I think, the shadows there at the moment seem too light and saturated compared to the rest of the model.
Definitely good texturing work though! Keep it up!
MoP