So yeah im doing a char and whatnot. i was gonna post the development in PandP but since robg posted there earlier my chances is nobody would see my post. lol
go robg!
anyways
here are links to turnarrounds of what i have so far.
Wire ViewShaded View
it stands at 690tris at the moment.
im going for a paintballer type.
i think i have to do some more folds on the pants.
wht do you think?
Replies
i imported the mesh into zbrush to add some folds and whatnot so i can retopolize later since im not going to use normal mapping.
i migh use the hipoly to bake some AO for the lowpoly or make some normals and then use an action to transform the normals into a grey image to be used as a base to paint the pants.
how do you think its flowing so far?
spent a good amount of time doing the crotch
used biped to check porportions
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used biped to check porportions
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can help -
http://www.the-blueprints.com/blueprints-depot/humans/humans/male-7.GIF
but thanks for the link:D
any critics on everything else?
som many vertex pushing all day
lol
cant close hand!
fuck!
lol
errr, this render sucks.
i will put some new screens tomorrow
need to ice my hand.
its 2300tris atm.
can someone crit on the porportions?
Anyway, keep it up. For your first character, this is fairly solid.
the shoes are suposed to be something like this
Crits:
- Starfish Fingers, they taper too much, too fast. When you rig and animate the finger tips always lose some bulk, and starting with tiny pointy fingers will ensure you lose the first digit when the finger bends. Give each section of the finger some definition.
- The hand from the side looks pretty flat, try to pull out some knuckle and wrist definition.
- Filled full of helium? Try to think about how gravity, the underlaying anatomy and the material type would effect the clothing. It needs to hang not float.
- Push the anatomy out at key points like the shoulders, top of the pecs, knees, ass, thighs, calves. Then hang the clothing off of it.
- Think about adding interesting details, ie: pouches, kneepads, pockets, spare ammo tubes for small arms, small arms in holsters a bandolero(heh yeah thats a little out there but could be fun).
- Remember with baggy pants comes low crotches
It's looking good, the shoes are top notch and the areas you worked hard on show major improvement. Keep pluggin away you're doing good.
i'll work on these aspects right away!
thanks for taking the time to do a paintover.
love you man
getting there?
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used biped to check porportions
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can help -
http://www.the-blueprints.com/blueprints-depot/humans/humans/male-7.GIF
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You're kidding right? Those are very stylized proportions, and should not be used as reference for anything resembling realistic people.
update
http://www.pedroamorim.com/stuff/monografia/better.png
getting there?
[/ QUOTE ]Beautimus, that profile silhouette is looking swanky now, OOoOo a head, can't wait to see it.
The front silhouette could use some work, I think the armpits are a touch too poofy and might give you some trouble when animating/rigging. I'm not sure the taper on the arms is correct. It might be worth trying to stylize the character a bit, giving him bigger hands and bulking up his arms. But reducing the poof in the arm pits might take care of the taper issue, so I would tweak that first?
Tehehe, the reference plane your working with is Anshin Chu's Dorian model.
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yep, from here, http://www.anshinchu.com/3dchar_41.html
ahh i just remember when i got the link to this site.
lol
it was from your site phobos.
ahah
i used them to tweak the proportions of the legs and torso, since the blueprints i drew to begin with didnt have nice porportions, but as you can see, nothing beats polycount when it comes to critique.
anywho, that really doesnt take credit to what im doing i think.
these shirts tend to be big.
its not the torso thats big, its the shirt
^^;
The mask seems to have a lot of polies on it, especially in the goggles. Just my opinion.
Also, as a personal preference, I like my paintball pods to exit on the side, not top/bottom
it stands at 3452 tris
Notman, good eye on the loose fitting shirt and the goggles, I agree that those need to be worked on. With the shirt it looks great from the side profile but the sides of it in the front need some anatomy pushing thru, or rather trim the shirt back a bit to expose the anatomy.
It looks like you can remove about every other edge loop from the mask and still pull off the same curved surface with less polys.
I would flare out the bottom of the pants pockets, gravity has a way pulling the bottom of the pockets out and down especially if he carries things in those pockets.
The length of the digits in the fingers seems to be off, are they all the same length? Each digit length gets smaller as you move toward the tip. I think it follows the golden rule of porptions but I'm not exactly sure, I think a good rule of thumb (badda-bing-ching) is half the length of the digit in front of it, don't use biped as a guide it's off, horribly and as a result 75% of the characters in games suffer from poor hand construction/rigging...
/me wags fist at biped's defaults!
Looking good man nail down the anatomy in the front view and push some of the shapes a bit and I think you might be ready to start painting and or sculpting.
sweet vig, thanks.
here are some wires.
im gonna work on it more tomorrow.
my hands hurt now.
so. im gonna try and optimize him a bit more.
thank you all for yout comments.
update on the pants
I like the soft wrinkles, keep it up!
shoes are made.
http://www.pedroamorim.com/stuff/monografia/Update.jpg
i think its better now.
Almost done.
Only need to do the pods (paintball reservs) behind his back. and belt!! DAMNNN im almost done!
The goggles should also look like a seperate piece, even though it's all clipped together. You can see in my reference, that the goggles' lense is within a thicker frame. The lense is also usually really shiny/reflective ... yours looks sort of matte right now.
Also the strap isn't forming to his head in the back. The strap is a tight and elastic, so it should wrap/form with his head.
One final thought on the mask... the paint splatter. Should it be textured on already? Most paintballers wipe their mask clean between games, because if you had that splatter on there at the beginning, the ref would call you out (thinking you had already been shot).
thanks for the crits.
yeah. i am gonna clean that splat.
although about the googles, you are right about the shiny look and whatnot, but since the engine im using is kinda crappy i gonna leave that part out. Although I'm thinking of doing just that but only for render/portfolio images.
BTW does he have two right feet?
BTW does he have two right feet?
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ahahahah
omg! my mom (who comes by my room from time to time to see what im doing) said the same thing!
lolol
Damn.
so. should i darken a little bit more the inside of the shoe?
One thing I did notice though, after Ruz pointed out the jersey... the red to black is reversed on the back. It should go red down to black.
Good eyes on the feet Ruz... it does look like two right feet.
lol about the feet. i'm gonna work that out.
Not a paintball chaingun, but a normal one. IT JUST DOENST WORK LOLZ
Link to bigger image:
http://www.pedroamorim.com/stuff/monografia/Final2.jpg