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WIP Portfolio Character (Critique & Help?)

Hello to Polycount...ites? This is my first outing here and I would love to get feedback and guidance!

I'm currently in my 6th quarter at the Art Institute of Vancouver Burnaby and I've been working at my first demo reel piece for about a week. I had originally created this character, Aya Renault (The Power Girl) for a comic pitch that my friend and I were adamant about. When it came time to think of what to present in our reels, I couldn't think of a better character to show-off.

Unfortunately, I personally don't think the school taught us enough about modeling anywhere outside of low poly for some of us character modelers to be very proficient. I took it upon myself to learn through online tutorials, my instructors and other feedback from some aquaintances on DeviantArt.
TaimaFinal1A.jpg
Aya003.jpg
Aya002.jpg
Aya001.jpg

I can already see, and have been told, some problems with the mesh. This character is a super-heroine, so she is a bit "chunky", though she's still quite blocky, her feet need work and so do her hands. Her hands I think don't think need as many faces on the palm, but I'm really aiming for her to have a strong hand gesture when I get to rigging and posing her.

She won't be wearing any baggy clothes, so it's a lot like a full-body suit (Green Lantern, Flash, etc.) except that I will be modeling the gauntlet, her baton and a shoulder pauldron that I had initially cut.

So, I went on a bit of a tanget, but anywho...I'd love to hear back on critiques, advice and all that!

(I'm a bit tight on time, but I will upload close up shots ASAP)

Replies

  • Jaco
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    Jaco polycounter lvl 17
    The biggest problem is your poly distrubution. You've got hundreds of polys wasted here. Take the arms as an example, you've got so many vertical rows, doing nothing, and too few horizontal rows. The mesh is going to animate badly, especially in the shoulder area.
    You should really have looked at some other meshes first, like these http://boards.polycount.net/showflat.php?Cat=0&Number=172375&an=0&page=0#Post172375

    The form looks ok, maybe try using the relax tool to smooth things out a bit.

    Sorry if I sound grumpy, it's early and I am smile.gif
  • firestarter
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    firestarter polycounter lvl 19
    For a portfolio piece you really need to either absolutely nail realistic anatomy and with all the `next-gen` bells and deflated party whistles or come up with a really strong "Character" design. The latter is easier in terms of length of time it takes to get there... rule number 1 for that: Impressive Silhouette.
  • Jethero
    Jaco - Thanks for the shoulder references, I've been looking for something like that!

    Per128 & firestarter - I started out with model sheet of a posed woman and then worked to using mine, which is based off her body, but just less slim.

    I updated the mesh a bit and I'm a having a tough time modeling the breasts. I looked at some of methods on here and (Pior Obersen, firestarter for some) and I see how it's done like a spoked wheel (or something).
    Aya005.jpg

    Whenever I've tried it, it turned out too sharp and awkward.
    (This screen doesn't show my try at the "spoke" breast.

    I couldn't help but scan both your sites as well, and I hope you don't mind me taking some cues off your models.
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