Looks like a very dense mesh to work with, you could have fewer loops and maintain the same form...i personally find too many loops can cause pinching (at least in high poly/normal mapping situation) plus it's a pain to manipulate.
Your head design is quite different to what you've got modelled there - far broader for a start.
One thought - seraphim are usually represented as 4-winged children (or disembodied heads with four wings). The new version of the face you've got there is quite mature looking and may perhaps not be ideally suited to the character.
head model looks completely different than concept... why would you unwrap before you're done modeling? you're just gonna end up having to redo the uvs or tweak them for hours to get it work right after changing the mesh. Make a model that looks great by itself first, than a texture that makes it look even better, if you rely on your texture making your model look good its not really a sucsessful model.
You have WAY too many polys for the detail you have currently, block out the model with simple geo and get the proportions correct, make it look good low res and then add more detail to finish it off.
I used those loops before and it didn't flow that well when I did my blend shapes. These are the loops I got from someone I know in the industry and so far they've been working great.
I can probably remove a few cuts, we'll see how messed up the unwrap is. Thanks for the suggestions ^^
This version of a seraph actually has 4 arms instead. He is sort of a fallen angel, hence the aged look on his face. His wings are mechanical and grafted into his spine.
"Hemis" was more of a Hemisphere idea than a human idea, but it works that way too. He's a mortal that was once immortal.
When you say the head model is "broader", do you mean its face is wider and flatter? Should I push in a little bit?
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why would you unwrap before you're done modeling?
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I like being able to mark up my mesh for reference. And my loops are usually solid enough that the unwrap barely changes even after I add detail.
I'm also trying alot of different methods to see what I like best. If this doesn't work out I'll go back to straight model > Texture > Rig > etc.
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You have WAY too many polys for the detail you have currently, block out the model with simple geo and get the proportions correct, make it look good low res and then add more detail to finish it off.
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Yea that seems to be the agreement among most of my critiques so far. I'l definitely cut him down a bit and sculpt a little more.
He's still fairly lacking in detail. Personally I'd be inclined to strip out a good 60-70 percent of the polys you've got in the face now and only add them as they're needed to define the form.
hope you dont mind, here are some quick crits before i hit the sack. they aren't ment to sound cold. i'm just writing them fast.
1) The head is to tall all together you could scale it about .75 on the y axis and it would come across as better.
2) the nose bridge is very wide, and the nostrils are slightly wider than the should be.
3) It looks as if the chin is to "fat" it looks like it needs to be a little less flat and scaled it on the x axis
4) the neck is to fat.
5) the jawline looks to be a little more defined in your concept.
6) try to keep your edge loops around the head evenly spaced. it will give it a nice smooth look. The closer the edge loops are the more definition you'll get. When an edge loop gets closer to another one you start getting a harder line and you dont want that on a smooth surface.
here's a quick paintover to help you out. its rough but it touches on some of the things that I see wrong. Overlay the two images in photoshop to see the changes.
Also the head over all is to rounded square shaped. Try to round it out.
hm, any chance of getting a straight profile shot, and maybe a top-looking-down shot? looks like his over-all proportions might be too skinny... that can often happen when sticking to a sheet in the front/side views and not checking it out enough in perspective. Or, at least, it happened to me a lot.
The last view has NURMS on. It's going into Zbrush, so thats a decent indication I figure.
He'd have alot lower count if I could chamfer or leave tris more, but he's not too bad at about 6k tri.
18 spans down the arms for the hands... I was told 20 is standard, but it seems high. I shared most of them between the two arms for some slightly twisty edges, but it should animate alright considering his range of arm motion isn't too wide.
This crit comes in kind of late in the game, but it's something you can chew on in future projects.
Right now, the arms don't feel like they are incorperated into the body correctly. It looks like there are four arms where there should be two. Like he's trying to be human, but just misses the mark (deformities come to mind). It can be difficult to create new anatomy on something we are so familiar with (in this case, a human). By pushing one of the arms forward to make room for another arm just throws him off. If you want to keep a human undertone, I think keeping one set of arms in the human position and putting the second set on the back or under the arms or somewhere else would help associate him with a human. The second set would have to have some inventive anatomy to make it look functional (the deltoid might not be the best choice for an arm sticking out of the back).
Something also looks odd about the torso from the side, but it might be some three-fourth view illusion.
Head is looking good by itself, but it's a bit big for the body. The scaring on the forehead could use some more love. At the moment, it looks like a simple stroke with ZBrush. Maybe some kind of sharp edge somewhere (right now it's too soft and uniform a deformation)? Hopefully you're planning on changing the body color to better match the head?
Replies
Looks like a very dense mesh to work with, you could have fewer loops and maintain the same form...i personally find too many loops can cause pinching (at least in high poly/normal mapping situation) plus it's a pain to manipulate.
Here's a topology example that i like to use:
Your head design is quite different to what you've got modelled there - far broader for a start.
One thought - seraphim are usually represented as 4-winged children (or disembodied heads with four wings). The new version of the face you've got there is quite mature looking and may perhaps not be ideally suited to the character.
You have WAY too many polys for the detail you have currently, block out the model with simple geo and get the proportions correct, make it look good low res and then add more detail to finish it off.
I can probably remove a few cuts, we'll see how messed up the unwrap is. Thanks for the suggestions ^^
"Hemis" was more of a Hemisphere idea than a human idea, but it works that way too. He's a mortal that was once immortal.
When you say the head model is "broader", do you mean its face is wider and flatter? Should I push in a little bit?
why would you unwrap before you're done modeling?
[/ QUOTE ]
I like being able to mark up my mesh for reference. And my loops are usually solid enough that the unwrap barely changes even after I add detail.
I'm also trying alot of different methods to see what I like best. If this doesn't work out I'll go back to straight model > Texture > Rig > etc.
[ QUOTE ]
You have WAY too many polys for the detail you have currently, block out the model with simple geo and get the proportions correct, make it look good low res and then add more detail to finish it off.
[/ QUOTE ]
Yea that seems to be the agreement among most of my critiques so far. I'l definitely cut him down a bit and sculpt a little more.
Thanks everyone!
I know it needs some smoothing, but I cut down the polys a little and reshaped him a bit.
1) The head is to tall all together you could scale it about .75 on the y axis and it would come across as better.
2) the nose bridge is very wide, and the nostrils are slightly wider than the should be.
3) It looks as if the chin is to "fat" it looks like it needs to be a little less flat and scaled it on the x axis
4) the neck is to fat.
5) the jawline looks to be a little more defined in your concept.
6) try to keep your edge loops around the head evenly spaced. it will give it a nice smooth look. The closer the edge loops are the more definition you'll get. When an edge loop gets closer to another one you start getting a harder line and you dont want that on a smooth surface.
It needs work but its not to bad. keep at it man.
here's a quick paintover to help you out. its rough but it touches on some of the things that I see wrong. Overlay the two images in photoshop to see the changes.
Also the head over all is to rounded square shaped. Try to round it out.
(the ears are obviously not yet attached or editted)
lit him and changed a few cuts.
You were right! When I looked closely in perspective with the lights on, the jawbone was screwed up. Good call.
I fixed a bit. I blocked out the body too. Any notes on scaling would be appreciated. I'm not too sure about the head's scale relative to the body.
The last view has NURMS on. It's going into Zbrush, so thats a decent indication I figure.
He'd have alot lower count if I could chamfer or leave tris more, but he's not too bad at about 6k tri.
18 spans down the arms for the hands... I was told 20 is standard, but it seems high. I shared most of them between the two arms for some slightly twisty edges, but it should animate alright considering his range of arm motion isn't too wide.
I have no clue how to do hair, but I looked up some tutorials online. They all disagreed, so I kinda did a grey area in between.
Started Zbrushing today ^^
Progress yay!
He's got a reverse tan.
Right now, the arms don't feel like they are incorperated into the body correctly. It looks like there are four arms where there should be two. Like he's trying to be human, but just misses the mark (deformities come to mind). It can be difficult to create new anatomy on something we are so familiar with (in this case, a human). By pushing one of the arms forward to make room for another arm just throws him off. If you want to keep a human undertone, I think keeping one set of arms in the human position and putting the second set on the back or under the arms or somewhere else would help associate him with a human. The second set would have to have some inventive anatomy to make it look functional (the deltoid might not be the best choice for an arm sticking out of the back).
Something also looks odd about the torso from the side, but it might be some three-fourth view illusion.
Head is looking good by itself, but it's a bit big for the body. The scaring on the forehead could use some more love. At the moment, it looks like a simple stroke with ZBrush. Maybe some kind of sharp edge somewhere (right now it's too soft and uniform a deformation)? Hopefully you're planning on changing the body color to better match the head?
Keep going mate!