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WIP - Low Poly Character Model

Hey all,

I am trying to improve my modelling skills and am currently creating my second character model. It is for a project, it must be no more than 3000 Tri-Polys, and it also needs to be animation ready:

Movable limbs, body, face (Eyes, Mouth)

This is what I have so far, and I am just looking for some crits so I can improve its layout and make sure it looks good and works for animation:

So far 1726 Tri-Polys:

Front.jpg


Side.jpg


Back.jpg


Top.jpg


Thanks for any crits,
Jcb33.

Replies

  • fiveways
    It looks like you're making good use of your budget so far. The mesh doesn't look too dense and you have edge loops in places where theres gonna be deformation. The hands look a little small to me but it might just be the way its lit.
  • Psyk0
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    Psyk0 polycounter lvl 18
    The poly distribution needs to be fixed. In the back you have a bunch of edges coming from the breast all packed in the same spot, edges that are too close together dont add anything to the silhouette. This is the fundamental rule for low poly, no wasted polys and always redistribute to the silhouette.

    Arm is too short, the elbow should end up slightly above the navel and the wrist should line up with the crotch. The hand is too flat, the wrist is too thin in front view.

    For topology ideas i strongly suggest you check out bobo's work:
    www.bobotheseal.com

    Silhouette example for 1550 triangles - notice how the main features are defined and the rest doesnt need polygons to loop all the way around:
    silhouette.jpg
  • Jcb33
    Hey thanks, I will look into making the arm longer!

    It has been requested that I do not mix triangles with quads, hence looping all the way round.... not sure if there is a way out of it otherwise?

    Jcb33.
  • LEViATHAN
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    LEViATHAN polycounter lvl 11
    Jcb33 wrote: »
    It has been requested that I do not mix triangles with quads, hence looping all the way round.... not sure if there is a way out of it otherwise?

    Strange request, it pretty much "only" applies if you want to make sub-d models.
  • SinisterUrge
    the hands are too small, but that's easy to fix. Just have to scale them up another 25 percent or so. If you are going to export this into zbrush, make sure you use reset xform if you are using max before pelt mapping this girl. Another thing to keep in mind, use quads and for detailing in zbrush make the quads as square shaped as possible otherwise you are going to get a horrible rectangular look to the sculpt details.
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