This is from a game I was writing and developing last year. I decided to make a next gen version of all the characters from the game to get me out of my slump. Right now I am at the stage where I am going to start adding the asymmetrical parts of the model, and wanted to get some topology crits from you guys before pushing onward.
Concept art by Ian MacLean (
http://nvisionillustration.com/):
The model so far:
Sitting at about 3000 polys. Right now my biggest issue is with the back of the hands. They look wonkly, and my poly flow is all over the place. I don't see anything outright wrong with the model thus far, but that's why I am here, because I have stared at it for too long and need some other eyes on it.
Replies
I think this sufferes from extremly stiff syndrom more than anything. Its an organic creature, give it some rythm.
I need to rework the belt entirely, but so far so good. It's at 3800 tris.
@Stimpack: Going to fix the curvature of the joints on the hands, I didn't think about where the joints for the fingers are actually placed on the hand, good eye. The thumb is what bothers me the most, I am double jointed, so my thumb can go all the way to the back of my wrist without pain, so I need to use references of other peoples hands because mine can do weird shit. Years of Jiu Jitsu and what have you
I'm going for next gen, so by the time this model is finished, it should be about 5k - 7k. I just need to figure out where I want to add more detail.
I'll get on optimizing them and lowering the polys once all the details are in.
But compared to the hat, head, and hands, the coat itself seems to be very smooth and geometrical, which doesn't seem to fit with the gnarled look of the other parts.
I really like the design.
But compared to the hat, head, and hands, the coat itself seems to be very smooth and geometrical, which doesn't seem to fit with the gnarled look of the other parts.
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Good point, I'll add some cuts in to add some folds and whatnot, I was shooting for a 5000 - 6000 poly limit anyway. Question is though, is it considered good practice to do that for a game model (adding folds in cloth and what not), even if it is next gen, I mean I have seen some crazy high poly game models up in the upper 7ks, so I would assume yes. Just wondering.
I'm still not happy with the damn belt yet, can't quite visualize it in my head. Probably do a high poly of the knot, and then sculpt a low poly around it.
Looking forward to see this complete, keep it coming.
So counter question, do the wrinkles need to be less deep, more subtle?
Long live Rick
EDIT: by the way, that detective is frickin awesome.