Hey guys. I'm currently doing my final major project at university and this looks like the ideal place to get crits in order to improve my models. Any comments and crits will be wholey appreciated. I will try not to take offence
. The meaner you are the better my models will turn out
.
Ok to start I have been modelling a church. Its only supposed to be a small church for a small town. I'm having trouble developing the front. Here are 2 of my suggested ideas. I personally prefer the archway.
[image]
[/image]
Ok, since I have been having problems with the church I moved onto my player character. Heres the current progress. He is an 18th century character and will weild a sword. Hes not going to be too dramatic. A good example of the type of character he will be is a mix between Van helsing, Dante (from devil may cry) and the lead character in a game called Harker. Quite a diverse range i know :P.
Her currently stacks in at 3400 polys.
[image]
[/image]
Replies
As for the Church, I also like the left side better, and you've paid keen attention to the basic architecture, which is good. Silhouettes are equally important in environments, and looking at a textured cube in a reel / portfolio isn't exactly that exciting.
I do notice that you are using a high amount of intersecting geometry. Though it's not illegal, do be careful with it. Though you may be saving on your polycount, you do end up wasting texture space and causing problems for the ZBuffer to render everything in the correct order. Modern engines also have troubles with uncapped faces, which can lead to a failed depth map pass creating artifacts / no shadows. That being said, your crosses could be integrated into the geo with minimal poly gain. As for the tower, it looks like that'd be tricker to fix. Just take it as a lesson learned for now.
For more feedback, I'd try and get some textured shots ASAP. Geometry can be graded, but a piece is hard to judge until they see your textured objects and UV layouts, etc.
The character inspiration does sound interesting, but the proportions on the character are rather off, along with the edge flow on his face as Chris pointed out. Attend some life drawing classes or read some books, and work on getting his body to a natural shape. I suck at characters and anatomy, so I can't give you any specific feedback other than "It looks off."
Keep it up though, the church is a great start, and I'm eager to what tweaks you have for your character next time. Post your updates soon!
Anyway here is the current state of the church building. I put it to one side for a bit whilst I was figuring out how I was going to texture it. Its a combination of both tiling and uvmapped textures.
All comments and crits are welcomed.
****** Im finding the windows tricky to paint. Is there any good tuts around?
[image]http://[/image]
It's good to save skylight renders for geometry, as it lets people see creases and other geo attributes that are hard to determine from a wireframe shot at one angle. I'd set up a 3 point lighting set-up for anything fully textured. A standard warm key light, and cool fill and low lights.
There's a thread on it somewhere... Anyone have the link? (Presenting your work or something.)
Time for a good laugh people. I knew something was up with the way these images were saving. They seemed to dark to me. But I couldn't figure out why and decided to post anyway. When rendering out some more shots and editing them in photoshop I realised the new projects where greyscale.
DOH!
Anyway heres the rgb versions :P.
This has a clear skylight aswell
NOOOOOOOOOOBIE
It's looking pretty good. I like the texture, but it still looks very "grey". Now I know that medieval buildings weren't exactly rainbow brite coloured, I think some different hues could really make the whole thing more interesting. An example is your roof, the subtle greens and blue does a lot to separate it from the rest of the architecture, as well as the moss at the base of the building. Maybe something on the tower of the structure?
I'm also seeing some fudged UVs on your roof's rim, and on the cross. Work on those textures man! You're definately on the right track, keep us updated!
I forget the name of the church cause this was some years ago. Looking good otherwise, any inspiration from this actual church? The lower backend looks just like the one i referenced off of.
Some possibly helpful information, take skepticals color/ivy idea and create an overlay color layer and see what colors you find make your church pop more to your liking.
Good luck.
Anyway for now heres the second character I was required to make. He is very much work in progress but, same as the church, he is at a stage where i can move on and concentrate on other things whilst i get feedback on his general form and appearace (obviously his hands need texturing ).
Anyway this is the guy that rund the church, he needs a lot more where and tear on his clothing and I plan to add more age and distress to his face.
I would like comments on the model as you guys see it. Whats good and whats not so good about it. I personally think the base head texture is nice but I am probably looking at in through rose tinted glasses now. This is only my 2nd attempt at a realistic human. The harsher the crits the better the improvements .
Thanks
[image][/image]
http://forums.ego-farms.com/index.php?PHPSESSID=ed2d857ab5a652b03baca0132b72d7ef&topic=146.0
Your starting to get an aged look with the droopy muscles on his jawline, but you need more wrinkle detail (especialy around the eyes) in order to make him fit the age you might be trying to go for
Keep at it
Anyway heres my current progress on the guardhouse. Crits as always please
[image][/image]
So heres how the church turned out.
[image][/image]
It is 5500polys and has an unwrap space of just over 2 x 1024 by 1024 maps. (Uses a variaty of tiling textures.)
Cheers
They equally suffer from being too monotone, dark and have a few spots that are too polygonal.
Possibly brighter lighting and a more neutral (less bright) background could help, but I'd also bump up the brightness and saturation of the textures. Saturation particularly in the weathered, stained areas.
You need to invest in small cultural props and adornments to address the believes and day-to-day activities of the people who use them. Use a lot of color in these to make your buildings pop and appear much more unique. This is the most important crit here, if you don't do anything else, DO THIS.
Also, church windows would look better as stained glass murals or at least changed to a yellow/orange/red glow as thought lights are burning on the inside. Blue would be better represented from the inside looking out to give the effect of a blue or night sky.
Finally, the roof of the building tower, and cross on the back of the church appears too polygonal, breaking the illusion of the reality you are creating.
Heres an interior I did for the same game project. It is of the guardhouse cellar.
Comments + crits are more the welcomed but again I will not be able to amend anything until post May 10th (hand in) unless it is considered to be something major.
Also, comments on the way it is presented and possible hints for improvements here would be nice too. This is the second time I have tried to present an interior enviroment and I was told my first atempt sucked. :P
[image][/image]
[image][/image]
[image][/image]
Nice effort.
Looks really dark here. But my screen doesn't always work properly...
Any chance we could see the texture sheets?
Thought I would post my 'flyby' of the level. Its youtube so its all fairly dark unfortunately. + This is intended for external examiners so it may get slightly boring. Still I hope you like it. Its real time engine footage of my game level (using the universitys engine)
Level Flyby
Oooo just noticed I never updated the Guardhouse pics. Here we go, finished renders.
[image][/image]
[image][/image]
I have put a couple of characters in my portfolio just to show that I can do a range of models although I understand that my main skills lie elsewhere. This is more to appeal to smaller companies who would require artists with a more diverse range of abilities. Here are the finished charcter sheets.