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Fallen One - Final project WIP

NikNak
polycounter lvl 18
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NikNak polycounter lvl 18
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:
render1.jpg

head.jpg
lemme know what you think.

Edit: The poly count is currently 2558 I was trying to keep it around 2500.

Replies

  • Bronco
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    Bronco polycounter lvl 18
    hey

    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
  • NikNak
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    NikNak polycounter lvl 18
    yeah im not sure what is going on with my rendering i made it at school and someone had really fucked with the settings ill try to re render when i get home. I agree that the knees need work and the arm as well.

    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?
  • dynamic
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    dynamic polycounter lvl 18
    from what i see the leg slowly drops in quality of topology as it goes from the waist down, the but seems a little big also and tone down the calf

    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
  • NikNak
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    NikNak polycounter lvl 18
    Probably looks familar because I learned how to model from poopinmymouths tuts smile.gif

    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?
  • NikNak
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    NikNak polycounter lvl 18
    update:
    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:

    render2.jpg
  • nealb4me
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    nealb4me polycounter lvl 18
    Anyone else "notice" something about the thumb in side view, mainly the first pic? :P
  • JKim3
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    JKim3 polycounter lvl 18
  • NikNak
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    NikNak polycounter lvl 18
    lemme go model an actualey penis on there so you really have something to laugh about....

    Now how about something a little more constructive please.
  • motives
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    motives polycounter lvl 18
    lol nice one neal :P

    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.
    fallenone.jpg

    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
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Overall a good model - you have some nice topology going on there. Motives did a good thing in bringing his shoulders in that small amount.

    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 smile.gif
  • NikNak
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    NikNak polycounter lvl 18
    sorry its been a while since an update finals kicked my ass and then I went home for spring break. Anyway heres an update ont he model:

    NEW_fallenone_render.jpg

    edit: I just added one more loop to the shin that isnt pictured here
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