You've done some good work here! I like him and the face has tons of character. You probobly need to try to work on your edge flow. Its looking a little "messy". Round out the pecs and deltoids. Also watch out for smoothing groups. They can look very cool on untextured models but not work so well when you get the model textured and in game. Right now the bottom fo the ribcage and under the pecs will look quite odd in game. Try to get them to blend into the rest of the model. Good work though.
this is probably one of the best from HEAJ, looks like you've really put some time into optomizing and working out the preportions of the model. My only crit would be the hands and feet, they don't seem to match the character all that well. the hands feel like they have no bones inside, and the feet seem more like demonic hoofs than werewolf paws. I think if you give him 3 toes in front it might be a good start. or try just to think about the underlying bone structure of the hands and feet. the feet seem to bubble out alot like squashed cylinders.
other than that, great work, can't wait to see him textured.
Hands and feet need a bit more detail. Face needs more "rings" arond the mouth for edgelooping, Reduce the size of the eyes a bit.Otherwise, nicely optimize4d geometry.
thx all i'm at the school today and i have starting the UV but i think now i first restart the modelisation of my hands and feet and i think i change a little the tail too
Something about the mouth is bothering me, it doesn't look like it could close properly with the way the lower jaw is built. i think it.s the way the upper and lower jaw are pretty muck horizontally aligned.
yes you have the jaw curently opened as if the bone just moved straight down, instead of hinged open.
some of the best heaj stuff i've seen, skeep it skup
also consider making the uvs the same pixel density , not you have the head much more dense, and i imagine covering up a seam of flowing hair going across that neck will be a nightmare, or impossible
Very blurry, having a hard time reading the model with the skin on, and is that a rust overlay?!? You should read up on now you create fur: http://div.dyndns.org/EK/tutorial/froofy/
You really should change the jaw, there is no way it can move like that naturally and it's not that much work to fix it. Not sure if bracelets are cloth or metal, be more presice with your materials.
not bad, how many triangles? fix that jaw like they said. And how big of a texture map? It looks like a 256x256. Make some cool hair that's painted instead of that rusty look.
good luck
Replies
other than that, great work, can't wait to see him textured.
Scott
thank you very much for your help
here's a good site for ref's http://www.animalyawns.com/GapingMaws.htm
some of the best heaj stuff i've seen, skeep it skup
also consider making the uvs the same pixel density , not you have the head much more dense, and i imagine covering up a seam of flowing hair going across that neck will be a nightmare, or impossible
Scott
- More feedback would be great thankyou.
http://div.dyndns.org/EK/tutorial/froofy/
You really should change the jaw, there is no way it can move like that naturally and it's not that much work to fix it. Not sure if bracelets are cloth or metal, be more presice with your materials.
good luck
But only a 1024*1024 was tolerated, I suppose he just went through with the 1024 map
I'd say somthing about the skin, but cubik already coverd the points.
what can i did for make it better??