Home 3D Art Showcase & Critiques

character model wip (help needed!)

Hey all... so I'm new to this forum, I've been doing 3d and 2d stuff for awhile, and I'm working on this portfolio project which is going to be like 8 characters in a mural (good vs evil facing off), which I hope to paint and then create completely in 3d so my showreel can transition from the painting to the render. It's meant to show my work as a character artist from concept to completion.

My first character is up to the texturing stage and I was hoping to get some comments and criticisms. I'm having a bit of trouble getting the effect I want, so anything would help... like tutorials, examples etc...

Model sheet:
timeboysheet.jpg
Wireframe:
wire.jpg
Texture so far:
scarf.jpg

I'm going for a fully painted texture style. He's meant to be a game model. Thanks in advance!

Replies

  • The_Kozmonaut
    I can't really give you advice about the texture painting but the model itself is very nicely done. Matches the concept very well and the edge flow looks good. Hopefully someone else can give you the answer you are looking for
  • Vrav
    Offline / Send Message
    Vrav polycounter lvl 11
    He looks great so far, but there is just so little texturing done. What are you having trouble with, blending the colours?
  • ScoobyDoofus
    Offline / Send Message
    ScoobyDoofus polycounter lvl 20
    Yeah. At this point, I'd say just keep at it. The area of the texture that has obviously gotten the most attention looks quite good and seemingly in the style you're looking for.

    You've got some strange density in the mesh in some ways, but with the tri-count you seem to be going for...nothing too worrying.
  • pangarang
    Offline / Send Message
    pangarang polycounter lvl 11
    I like the concept, and your model uses polygons wisely. Your loop flow, however could use some work. They're pretty jagged for an organic character. Also, it's a game model, but is it supposed to be for current or next gen? And something I keep hearing from professionals ( I'm a professional, but a QA one, lol ) is to use quads as much as possible (within reason cause obviously a model of a pyramid would need a tri somewhere in there).

    That is all.

    Texture looking good!
Sign In or Register to comment.