Hello, I am a long time lurker but this is my first post. This model is the final project for my game crit class. I am just looking for some C&C on my mesh flow ect. I have just started on the smoothing groups so bear with me on those.
Concept:
here and
here
model:
lemme know what you think.
Edit: The poly count is currently 2558 I was trying to keep it around 2500.
Replies
Welcome to polycount!!
though im not much of a chracter guy,Id say it looks pretty good.
A couple of things though:-
*im not sure the arms will deform properly with that set-up
*I think you need to tweak the calf muscle some make the bulging bit at the top less ovious.
*Overall your meshflow seems pretty good,however around the knees in the side few it gets a tad messy,also there seems to be alot of triangles in there which simply should not be in there or are not doing anuything for the model by being in there.
*Im not sure about this one but I think the head is a little small.
also do you have some sort of transparence on when rendering? as those bits on his back in the side view look like they merge into his shoulders in the front view Just looks kind of odd.I think if you wnat to or needed to you could proberly cut a good few more polys off the model also as there are afew that arn't doing anything for the shape.
But apart from those parts to me it a pretty good effort,I do like the look of the hands and the overall proportions in the front view.
Good luck with this.
john
edit: the side view of the leg looks very odd because some of the edges are showing through I am not sure why but I'll try to figure it out.
As far as the rendering goes anyone have suggestions for good settings for preview shots like this?
as for the upper body its pretty nice besides for the proportions looking and little off with his arms and chest looking so big
with that said the wireframe flow of the upper body head and arms looks a little familar but i cant think of a reason why
but its a nice start that just needs a little tweaking
edit: I am having a problem with my rendering. I have just been rendering one pas out with a skylight and light tracer. Then I render a second pass with force wire frame checked. Then in photo shop i combine the two makeing the wires a multiple layer. The problem is when I use force wireframe it makes it transparent so the back edges come through. Is there a different way I should be doing this?
I scaled the upper body down and fixed the arms so they would deform properly. Ive reworked the calfs but I think I liked the way they were before as far as defination. I think Ill go back again and try to find a middle ground.
just took screen caps instead of trying to render it:
Now how about something a little more constructive please.
anyways, most of your problems come from the shoulders beeing too wide. generally the width should be around 3 heads, yours is 4. He also has a very curved almost female hip. Looks better in the second pic but kinda hard to see due to the dark shadows.
you also need to pull his arms back. they dont extrude from the middle of the torso but more towards the back.
his stance also needs work, check some reference of a human in sideview and you'll see what im talking about
Now, onto the few minor things that I have noticed:
On the limbs, your divisions seem to be always perpendicular to the limb. Look at the division in mid thigh - grab that loop and rotate itso that one side of the loop is higher than the other. You can do this in the side view too. I *MUST* get round to writing the tutorial to explain this.
His neck is a little short, so it looks like he is shrugging ever so slightly.
I was going to say the arms, are too short, but they are not - the body is too long though, but not by very much - just enough to throw it off a tad,
He has no upper ankle. Stick another loop in there and make the ankles much thinner in the front view.
And one niggle - the welded points under the pecs in the center of the model - you make the underside of the pecs into 2 tris, when you could just as easily keep it as quads
edit: I just added one more loop to the shin that isnt pictured here