hey man whats the story behind this one? helps to know for the crits because she is super thin and emaciated, knda has a mic jagger/ Stephen tyler thing going on in the face and hair. also the hands are a kinda flat, and you could really stand to check out some images of peoples finished work for edge loop reference, the wires are all over the place right now.
also it would be nice to see some texture sheets, usually for first characters its helpful to start a Work in progress WIP thread on here so that people can give crits as you progress, its hard to give advice ( and remember advice) on a finished piece.
So next time start a wip thread here and im sure it will turn out much better.
You should rename it ...its "woman zombie". Shes way too skinny. Eye sockets too deep, nose junction to forehead too much poping out, fingers too short...and much more. Just check some reference pics in google.
First off, congrats on getting a model, uv, and normals together. It is a good amount of technical work and is pretty satisfying to complete.
I should warn that I ended up writing an obscene amount, far more than I would have expected. Maybe it should go in a separate thread, I almost feel bad for posting it here--as though I'm badgering you over the head, trust that I'm not. It's more of an exercise in thought and reflection for myself now, but because it contains some general advice important to this type of work, I will post it and make no apologies.
-Essential Foundation-
The most important piece of advice I can offer you is to learn how to draw by drawing (learning) anatomy. You've proved you can use a 3d program, now if you really want to create something great you'll have to learn human anatomy and practice drawing.
hey man one of the issues thats easy to fix is your texture sheet. you appear to be using maya so ill give advice as if you are. first off you have too much wasted space on your sheet. secondly try to keep everything roughly to scale, your hands take up an enormous amount of texture space for how small they are. thirdly, you need to try and uv map it in fewer peices than this for something that isnt super complicated. right now you have seams all over the place and fiewer pieces will help to keep that to a minimum.
also use the relax uv button in maya and dont be afraid to delete half your model uv map whats left then mirror it, it will save tons of texture space.( this only works for things that are symmetrical like hands arms legs, usually a bad idea for faces, seam down the nose looks like crap )
the geometry on the belly needs work too check online for edge loop refrences
It's sometimes good to step away from something you've been working on for a while and come back to it with a fresh eye. But in cases where you request feedback for an asset, especially in this case, I would suggest moving forward with the current project. If you start again with the feedback you've been givin here, It will be a good learning experience, but probably not as good... if that makes sense.
Strongly suggest reworking this character from a low poly state and posting progress on it, if you really want to get better.
There's a lot of information here and it can be overwhelming, but if you keep at it and take the advice of all the wonderful people here to make your assets better, you'll learn a great deal and feel real gooder about your art when it's done.
And if you do decide to move on to something else and come back to it... just do that ... telling people you're going to not take their advice after they give you advice will make them less likely to give you good advice in the future.
man i was going to suggest you use some reference and study some anatomy... and Revender just flopped it out on the table with an essay. lol
so yeah. I would never come back to this model however, if you're calling it "done." Do a new one, remember what you learned and apply it to your new mesh. Not to be crude, but there's no sense polishing a turd, it'll still be a turd even if it is shiny. I dont mean that to undermine your personal achievements however, just a figure of speech If you learned a lot, learn more on the next one and get better!
Replies
also it would be nice to see some texture sheets, usually for first characters its helpful to start a Work in progress WIP thread on here so that people can give crits as you progress, its hard to give advice ( and remember advice) on a finished piece.
So next time start a wip thread here and im sure it will turn out much better.
-Woog
I should warn that I ended up writing an obscene amount, far more than I would have expected. Maybe it should go in a separate thread, I almost feel bad for posting it here--as though I'm badgering you over the head, trust that I'm not. It's more of an exercise in thought and reflection for myself now, but because it contains some general advice important to this type of work, I will post it and make no apologies.
-Essential Foundation-
The most important piece of advice I can offer you is to learn how to draw by drawing (learning) anatomy. You've proved you can use a 3d program, now if you really want to create something great you'll have to learn human anatomy and practice drawing.
This is clich
also use the relax uv button in maya and dont be afraid to delete half your model uv map whats left then mirror it, it will save tons of texture space.( this only works for things that are symmetrical like hands arms legs, usually a bad idea for faces, seam down the nose looks like crap )
the geometry on the belly needs work too check online for edge loop refrences
-Woog
It's sometimes good to step away from something you've been working on for a while and come back to it with a fresh eye. But in cases where you request feedback for an asset, especially in this case, I would suggest moving forward with the current project. If you start again with the feedback you've been givin here, It will be a good learning experience, but probably not as good... if that makes sense.
Strongly suggest reworking this character from a low poly state and posting progress on it, if you really want to get better.
There's a lot of information here and it can be overwhelming, but if you keep at it and take the advice of all the wonderful people here to make your assets better, you'll learn a great deal and feel real gooder about your art when it's done.
And if you do decide to move on to something else and come back to it... just do that ... telling people you're going to not take their advice after they give you advice will make them less likely to give you good advice in the future.
Just some advice .
Good luck!
so yeah. I would never come back to this model however, if you're calling it "done." Do a new one, remember what you learned and apply it to your new mesh. Not to be crude, but there's no sense polishing a turd, it'll still be a turd even if it is shiny. I dont mean that to undermine your personal achievements however, just a figure of speech If you learned a lot, learn more on the next one and get better!
start fresh! new!
Cheers