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Watcher Rove

SirTimberWolf
polycounter lvl 18
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SirTimberWolf polycounter lvl 18
A model I'm making for a little 'for fun' game project using UT2k4's engine.

C&C welcomed.

image4ny2.jpg

image5yl7.jpg

Replies

  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    From the side view, it looks like the centre of gravity is off, as if the character was going to fall backwards. The stance looks a bit rigid and unnatural looking and the arms seem too short.
  • MoP
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    MoP polycounter lvl 18
    Yeah, while it's a pretty cool design, there are several problems with the proportions - the arms are definitely too short (on humans the hands tend to hit nearly halfway down the thigh when arms are relaxed down by the sides), the feet are enormous and the legs in general look a bit too long. Also has been mentioned that the lower leg in the side view looks a bit broken, the feet are too far forward (the ankles are in front of the knee!) and as a result it looks like she's falling backwards.

    Also it looks like you have some dodgy normals on the hand mesh.

    However with a few tweaks to the proportions I think this could look really cool. I can give a paintover with suggestions for improvement later if you want.
  • SirTimberWolf
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    SirTimberWolf polycounter lvl 18
    MoP wrote: »
    Yeah, while it's a pretty cool design, there are several problems with the proportions - the arms are definitely too short (on humans the hands tend to hit nearly halfway down the thigh when arms are relaxed down by the sides), the feet are enormous and the legs in general look a bit too long. Also has been mentioned that the lower leg in the side view looks a bit broken, the feet are too far forward (the ankles are in front of the knee!) and as a result it looks like she's falling backwards.

    Also it looks like you have some dodgy normals on the hand mesh.

    However with a few tweaks to the proportions I think this could look really cool. I can give a paintover with suggestions for improvement later if you want.

    I would definitely appriciate it! I've always has a problem with proportions but I'm trying to learn. If you could do the paintover I'd really appriciate it.

    Thanks for the comments and taking the time to respond.
  • MoP
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    MoP polycounter lvl 18
    Here you go:

    rove_po.jpg

    Another thing I noticed is that the neck/head connection seems weird, it's like her neck is a cylinder rammed inside her skull, it needs to join more naturally there.

    also you could probably exaggerate the silhouette to make the character more interesting in a few places - mainly around the clothing where the pants meet the boots (allows for baggy folds if they're not skintight pants), and around the arms.

    Overall I think she's looking good and these proportion tweaks will help make her more believable.

    Keep it up!
  • SirTimberWolf
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    SirTimberWolf polycounter lvl 18
    Wonderful! Thank you :)

    I'll get to work on these as soon as I get settled in. Thanks a -lot- for your help ^_^;
  • SirTimberWolf
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    SirTimberWolf polycounter lvl 18
    Alrighty. Did some work on her but I need to take a nap before work. I think the coat could benefit from a few more folds as could the pants but I'm not sure it's going to be efficent enough in game to not bog down everything.

    Hrm. Anyway, here's the updated screeny.

    rovedraft3iy6.jpg
  • MoP
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    MoP polycounter lvl 18
    Yep, this is looking much better.
    Currently I'd say the main area to focus on improving is the hands - they look ok from the front and back view, but in the side view they are probably too narrow, they only seem to be as wide as her wrist. The wrist width is fine but the hands around the palm and finger area would probably look better if it was just all scaled up horizontally.
    Also the ends of the fingers seem very "sharp", I'd probably scale up the fingertip polys to make them look more rounded.
    Also actually now that I look at it again, the arms (upper and forearm) also look thin in side view, same as the hands. Again I'd scale them horizontally to give them a bit more mass in the side view.

    Good improvement so far though, keep it up!
  • SirTimberWolf
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    SirTimberWolf polycounter lvl 18
    Sleep? Phah! >.< Tonight is going to suck :)

    Anyway, I really want to thank you for the excelent input on this project, MoP, I think I've learned a few things during this, and now I know some of my faults- things to keep an eye on. So thank you :)

    I might re-work the pony tail, I'm not happy with it, but as for the bulk of this, I think it's done! O_o;;

    Here's to progress!

    sleepisfortheweakoy9.jpg
  • MoP
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    MoP polycounter lvl 18
    Her ankles are still in front of her knees ;)
    Try to get your ankles to do that while standing up... you'll have a tough time of it.
  • SirTimberWolf
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    SirTimberWolf polycounter lvl 18
    I pulled the verts in a bit to give it a smaller curve. I think this is about right?


    image10ii8.jpg
  • SirTimberWolf
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    SirTimberWolf polycounter lvl 18
    So I did a UV map and started blocking in some BASIC texture ideas. . . Thought I'd post it up as I can only imagine when I'll post again.

    Starting from a practicly zero sum skillset with PSP. This is going to be fun. >.>

    The coat is going to be this color but the pants/collar are definitely subject to change.

    colorblockingfunandprofhw2.png
  • AnimeAngel
    Is there a character in there? Can't tell much of anything with that black background and dark textures.
  • SirTimberWolf
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    SirTimberWolf polycounter lvl 18
    I've been hearing that a lot. Dunno why it's so dark- my fault. Apologies!

    So I started my first actual texture today. . .

    I guess it's okay. But to be honest, I'm kind of. . . worn out. Took me forever to get even this result. Learning photoshop from scratch and then trying to do this.

    Eh. Any comments/techniques would certainly be welcome.

    ble2nu0.jpg

    blehtj7.jpg

    I've been looking around for some tutorials but google is rather lackluster.
  • AnimeAngel
    Hmm I don't remember how to change the background of a render in maya, I know it for max. Ill have to look later, dont have it in front of me now.
  • Michael Knubben
    Just take screenshots of the viewport, there's no need to render it.
  • SirTimberWolf
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    SirTimberWolf polycounter lvl 18
    Started working on the legs today. It's taken almost 10 hours but here's what I've got.

    (not complaining, just kind of surprised)

    I still need to add seams to it and shadowing some more. But I'd really appriciate some crits.

    Thanks in advance.


    Viewport screenie(s)
    rovelegs01ly3.jpg

    I know it's stretching the belt loops. I'll fix it when I get back to this.
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