Started this guy a 2 days ago and im up to the point where i think it is presentable. My limit for the mesh is 2000 polys, it is at 1800 right now, but will go up once I add some alpha planes for the hair. I definatly need some crits before I start the texture, so..if you may
Replies
I want a skin
What style are you going for? the proportions are out in a few areas.
The games storyline is not really supposed to support many main character, just regular citizens gearing up to fight off zombie creatures and huge bio weapons. For this guy, I was going for more of a guy in his mid 20's maybe 30's, with facial hair, kinda beat up cloths.
The problem I have with the hands is that they are rendered in higher detail, and you don't notice that, whereas the main body looks a little under detailed. I'd up the res up the rest of the mesh. At the moment it really doesn't look like 2000 polygons are being used.
A regular male?
Perhaps this will help you, a 2200 polygon male I built about 18 months ago.
Rick, thats really nice model, i cant believe if it is 2200. really nice model and handling of polies. Do you check the counter when the model is in editable mesh right?
Thanks
Also, the head is too small, possibly the legs a bit too long (and feet too tall) for realism too - what reference are you using for proportions?
I'd agree with what Rick says about the polygon distribution - at 2000 polys you don't need all those extra little polys for perfect finger deformation - nobody will notice at that resolution anyway. Take some polys out of the hands and use them to add more detail to the torso and pants.
Keep it up.
My ref:
http://img128.imageshack.us/img128/626/bryantref4pw.jpg
remember, i was just using this as a proportional ref, not an exact ref, i just liked his stance and his proportions, they seem very ideal for this type of character.
The other that you can do is remove the symmetry. Don't be a afraid to grab those verts now that you have the shape and shift them around. The best place to do this? the bottom of the trousers - there is a lot of loose fabric there and it wont be the same on both sides.
I normally work thusly:
Define the bulk.
Split in half
UV map
Mirror
Flips the mirrored UVs
Remove the symmetry
[edit]
Started the texture:
I will be adding smoe alpha planes later for better looking hair.
[ok]
I just couldn't wait:
I am really enjoying this, surprising because just a few weeks ago I completly hated painting anything realistic.
nice style.... just the boy reminds me abit on you <_>"
Rick Stirling, I was wondering if your basic male model is based on the main character in the BBC tv-series "Spooks" Matthew Mcfadyen? It looks a lot like him... A well done 3D model you got there.
Maybe try removing some of the blur and the fade from the alpha'd bits, and use some more solid strokes.
Added some blue and some harsher tones to teh face.
I think the face would benefit from more depth/shading and color variations. the lower lids are too different in saturation and brightness from the eyes.
I'm not really sure about the proportions aswell the legs seem a bit too long.
A regular male?
Perhaps this will help you, a 2200 polygon male I built about 18 months ago.
[/ QUOTE ]
He looks a lot like Tom Quinn from Spooks (MI-5) Incidentally when is Season 3 going to be on DVD?
Scott
a few choice poses, hes coming together.
I think you could get more colours into the face as it looks abit monotone,more blue under the eyes,red in the cheeks. This I think would help that head alot.
Nice work on the hair though that looks good,but could maybe use more highlights.
Hope this helps
john
Scott - yup.
Here are the changes I would make to the face.
1) The eyes need to be scaled down.
2) The eyebrows extened toward the ear (not much just a touch).
3) The flanges around the nostrols need to be more defined with shadows.
4) The space between the eye/nose and the broadness of the nose needs to be thinned out. Move the eye in toward the nose. and Give the nose more shadow.
5) The corners of the mouth have some heavy shadows that need to be turned down a notch.
6) I'm not really one for mirroring faces unless you have to, doing it to the textures on the rest of the body is fine. But faces are rarely cemetrical. It's ok to mirror certain elements in the begining to get general shape and placement of features but something should be added to each side to make it different. Sometimes lighting is the easiest solution. Facial hair, eyebrows and the fold of skin around the eyes are almost always dead give aways there is mirroring. Painting these few areas seperatly is often a good way to break up the cemetry of a face.
Faces are some of the hardest things artists have to paint and you are off to a good start -)
I have a few things I think you should adjust though:
-Eyes need to be smaller, as well as pupils.
-Eyebrows need to be longer horizonally and a tad smaller vertically
-Perhaps add more detail like a more defined cheeck bone, top of the forehead, etc.
It's coming along nicely.
Right now he almost seems to be holding his jaw back into his face as far as he can. I think its because his bottom lip is shaded near the corners to much. If you bring the highlights around a little bit more and then highlight his chin a little on each side I think it will define his chin and make it pop out some.
Thats just my 2 cents. Take it or leave it. Its looking much better each time you update! Keep at it.
um fix the line in the middle of the face.. and make eyebrown abit smaller
Eye shape seems wrong, too round. No eyelashes?
Eyes are a bit big, but I wouldnt go as small as Vig did.
Eyebrows are bushy, like caterpillers are sleeping on his brow. He has Chia-Hair. Way too fuzzy/bushy with no descernable hairstyle. Ears seem too low. Upper lip detail does read like dirt/underage mustache to me.
Not that its a terrible thing, but the whole guy is a bit monochrome. all shades of tans & browns. Its like the q2 color palette. Not enough skin color variations.
Also, you should post the flats. That'd help critiques.
Good work though! Keep it up!
The softness in the texture is lending itself to making him look very young. I'd add in some harder edges, and some type of overlay to give it some grit. The jacket and shirt are looking cool, but like Scooby said, I'd give it some variation so it doesn't read so monochromatically.
Right now his hair, and his eyebrows, is reading as really soft and messy, not really like a volume. It seems like goose down instead of a mass of hair.
Overally you've really improved it from the first shots, but keep pushing it. You're getting there!