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[HEAJ] another quake 3 model

chikaka
polycounter lvl 18
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chikaka polycounter lvl 18
hello all,
this is my first model and i'm not realy proud by it.
I wait yours comments thx
compo6gu.jpg

Replies

  • ElysiumGX
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    ElysiumGX polycounter lvl 20
    The proportions of the mesh are terrible. Try working on rounding out the shapes of a female figure more. The mesh doesn't give much room for the texture to improve it. The face texture could use much more detail, and room for it. The hair on the texture map looks well designed. Work on your rendering. Models should be rendered at 100% illumination, no shadows. Lots of bare skin with lots of bland black clothing doesn't show well in the game world.
  • notman
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    notman polycounter lvl 18
    I think texture-wise, you are off to a good start. You should relax on some of the shadowing. The lighting is making it look even worse by making the face look very manly and dark. The belly looks like it has belly hair rather than shadowing. Both of those would improve with better lighting though.

    I'd agree about the proportioning though. I wasn't sure what you guys were using for models though since many of the examples posted by your class appear to have the same disproportions. The arms should have some more detail rather than just a straight cylinder. The waist should be thicker and the legs should match to the hips, not be sockets inside it.

    I'd also sharpen up the black lines around her legs. In your reference, the black is supposed to be part of her pants. Your texture has soft edges which make the lines look like tattoos. Same with the cuffs on her arms.
  • chikaka
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    chikaka polycounter lvl 18
    thx for your comment smile.gif
    i'll try to be better next time
  • melkior
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    melkior polycounter lvl 18
    This isnt a bad first effort.

    Your texture layout could use a very useful technique called "mirroring".

    Basically when you have areas that are exactly the same - on both the left and the right. You can use a utility in most programs to "flip" or mirror one side - so it now is the same as the other and overlap them on the UVW map.

    This way you may reserve more space for greater pixel density on your UVW map - and decrease the amount of painting , copying, pasting you must do to complete the texture.

    For you the relevant parts would be the legs and arms. They are exactly the same - duplicated twice on this mapping.

    best of luck
  • peanut™
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    peanut™ polycounter lvl 19
    Your model made me laugh, i mean woot !

    keep 'hem coming smile.gif
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