i don't remember a kingdom hearts film... :-\
the model looks like a few common new modeller mistakes.
most noticeable is the attention to detail prior to finishing the main mesh. best method i've found to creating a mesh that flows and on the whole looks good, is one that you create the basic outline first. going for the shape and defining the major animation folds.
the next step is to then add the detail, giving it some depth. i'd say try to create a turn-around based on the game and use that as a template; work around that.
you only need to depict major folds in clothes, the general folds can be done via normal or even just the diffuse textures.
It's missing 4 of the major body joints I would normally use as a bench mark for crits. Shoulders, elbows, hands and neck. You have the legs in and they look pretty good, but I would suggest taking out a few folds and making sure the knees will deform correctly. They look correct now but no character walks around with knees/hips locked. If I was to rig the legs right now I THINK* I would have issues weighting the verts in the knees to get good deformation. I would suspect the ass would be another tough part to weight but I can't tell for sure because it is covered by a cape...
Lets see you get some arms and a basic head blocked out, fix those knees and give us a peak at his backside.
Good start so far! keep up the good work and I'm sure it will be a good model
Replies
Though, that's not much of a compliment.
anyway, if your modeling it after the version in kingdom hearts, remember to use longer legs, and a shorter torso.
the model looks like a few common new modeller mistakes.
most noticeable is the attention to detail prior to finishing the main mesh. best method i've found to creating a mesh that flows and on the whole looks good, is one that you create the basic outline first. going for the shape and defining the major animation folds.
the next step is to then add the detail, giving it some depth. i'd say try to create a turn-around based on the game and use that as a template; work around that.
you only need to depict major folds in clothes, the general folds can be done via normal or even just the diffuse textures.
Lets see you get some arms and a basic head blocked out, fix those knees and give us a peak at his backside.
Good start so far! keep up the good work and I'm sure it will be a good model
i´m going to finish the mesh first and when needed the else stuff for animating bugs. heres what i got for now:
i just need to fo the head and im finished with the mesh. Polycount is at 2100 tris... i know its much but i gues the hands is the polywhoring place.
here pics of him: