Hey everyone, here's a snowboarder guy I've been working on th e last couple of nights. The shoulders feel a bit weird... and I need to work on the face texture a bit.
the amount of polys in the face (so much as i can tell from the render) doesn't sit comfortably with the lack of detail elsewhere, particularly the lack of definition between his trousers and shoes
also, he's not deforming, he's bending. Bones have angles and hard joints, this bloke looks like he's got a skeleton made out of cartilage that's popped out of the sockets. You'll want to work poly detail into each joint area, and do some more rigid weighting.
The arms are coming out of the side of the torso rather than from the shoulder. If he were to do an iron cross as he is now, he would look like a lowercase t, rather than an uppercase T.
I lowered the polycount in the head, worked on weights a bit and added in the the other objects I was planning, well minus the beer bong... is that appropriate for a potential demo reel piece?
I'll definetly try to lay out my UVs better next time. i learned quite a bit working on this guy. Any more critiques for future reference would be greatly appreciated.
Replies
the amount of polys in the face (so much as i can tell from the render) doesn't sit comfortably with the lack of detail elsewhere, particularly the lack of definition between his trousers and shoes
also, he's not deforming, he's bending. Bones have angles and hard joints, this bloke looks like he's got a skeleton made out of cartilage that's popped out of the sockets. You'll want to work poly detail into each joint area, and do some more rigid weighting.
I'll definetly try to lay out my UVs better next time. i learned quite a bit working on this guy. Any more critiques for future reference would be greatly appreciated.