Hey everyone. New to this site, and to low res characters (game characters).
I'm a student at Danmarks Designskole (Danish School of Design) and we're preparing for a game production in march. Here's the result of the previous weeks effords. Right now I'm learning to rig with character studio, so I might post some animation as well. I usually work with hi res models, but I hope to work with games in the future, so I'll might as weel start now. I'm posting a bunch of wip images as well.
First of all, the proportions of the face are all wrong. Use reference when in doubt, if only to place the features where they are supposed to be-ish.
Second, you have a TON of wasted uv space. (I vote for making every 3d artist learn to unwrap the old-school way before even being allowed to touch pelt mapping!) And why does the bandana have 3 times as much texture space as the face? It should be the other way around, really.
//edit: I made a little liquify paintover for you, since i'm feeling extra nice today. :P Its a suggestion on what you could do to make the face a little more human.
PS: check out how a bandana is really knit, that thing on his head doesnt look convinving enough.
His body in lowpoly is pretty cool, but it doesn't look like your normals are contributing much at all. You have some little details in them, but for the most part it's a very boring, plain, smooth normal map. The clothing/armor/bandanna is okay, if under detailed, but his arm anatomy really needs some work. Just from a glance, I think his bicep goes way too far out into his arm, and definitely doesn't connect properly. Other than that, his arms just lack an awful lot of detail, which I think you could have built up in mudbox.
I think his head needs a lot of work, too. Try and get some more proper reference (especially from the side) before your next character. Just from looking, his brow is odd, his eyes are too big, his entire face has an odd backwards slant to it, and his mouth doesn't flow properly into the rest of his face at all.
On top of all that, I think you could use more work on your spec map, if you have one at all.
I'm sure someone else can offer some more detailed critique on a few of those areas, anyway.
Overall it seems you're off to a pretty good start. Keep it up.
Hey, thanks for the critism. I know, there's a long way to go, still. I think the reason for the porportions of the UV layout is mainly because I wanted the same scale to everything - making detailing a bit easier.
Let's see if I can project some of your advice onto my next character. Should be starting one soon, as our Lead Artist (for the march production) has begun on the games visuals.
Hey welcome aboard! I wondered when some danish design students would show up here. I agree with a lot of the above crits, specially around the eyes. Be careful not going too dark around them, make the eyeball darker and paint in the shadow from the eyelid. I'm looking forward to seing more
Replies
Second, you have a TON of wasted uv space. (I vote for making every 3d artist learn to unwrap the old-school way before even being allowed to touch pelt mapping!) And why does the bandana have 3 times as much texture space as the face? It should be the other way around, really.
//edit: I made a little liquify paintover for you, since i'm feeling extra nice today. :P Its a suggestion on what you could do to make the face a little more human.
PS: check out how a bandana is really knit, that thing on his head doesnt look convinving enough.
I think his head needs a lot of work, too. Try and get some more proper reference (especially from the side) before your next character. Just from looking, his brow is odd, his eyes are too big, his entire face has an odd backwards slant to it, and his mouth doesn't flow properly into the rest of his face at all.
On top of all that, I think you could use more work on your spec map, if you have one at all.
I'm sure someone else can offer some more detailed critique on a few of those areas, anyway.
Overall it seems you're off to a pretty good start. Keep it up.
Let's see if I can project some of your advice onto my next character. Should be starting one soon, as our Lead Artist (for the march production) has begun on the games visuals.