Man It's been so long since I've posted here, hope all is well with everyone still
Working with a group to create a stylized Victorian age London
and here is the first rough character model I sent off to them today.
1100 polys (strict limit)
mitten style hands were requested
Any Comments critiques concerns always welcome
Replies
but looks good for sure
the shape really communicates well. If you aim for real time rendering you could certainly tweak some faces and apply some optical tricks to reduce the polygon count.
@Exevalon
thanks I'll definitely be giving it a look over a few more times
@Mtg_kirin
I agree the hands were the downfall so far, the team I'm working with requested these hands though, I did however add some geometry to simulate finger tips and different finger lengths
@renderhjs
thank you, yea upon revisiting the model i was able to redistribute about 100 polys without much change in form
@harry
Yea I think you're right, my initial sketch had too much slink in it, plus it would be a pain to rig with knees like that
@n88tr
lol i added a bit more volume to his nether regions
@jackablade
Nope never heard of it but after a quick google I can definitely see where that connection was made. the final textures will be fully rendered, the flats were just a stray thought process ^^
yep you're spot on, I calmed down his hyperextension
@Sectaurs
I COMPLETELY agree. I reworked them more animation friendly this morning. Cut about 50 poly to boot ^^
time to start texturing
revised model (1049 polys) with color flats applied to initial light bake
@JasonLavoie
thanks!
@DanielB
i agree, the old knee was balls
hair is just a place holder, will add proper clumping soon ^^
You should bump it down several subdivisions and get the large basic forms down. Then if you want to add little details like cracks in the lips and such you can, but to be honest, with a character like this, I would keep the details minimal, and focus on the major forms.
so how's having the ear separate from the mesh working out for ya?
that hole on the back of his head causing problems for ya? and maybe in the mouth?
what i'm seeing here is you're doing things a little backwards. for a character, typically i'd make a basemesh first, then sculpt the high, then the lowpoly/unwrap, then bake/texture.
the model you're using won't work well in a sculpting software, there are a few precautions you'd want to make when creating a basemesh for sculpt. you shouldn't have trouble finding more information on the web regarding that. but just really quick, you'll want no holes in your mesh, no tris, and evenly distributed geometry.
I think you should paint some horizontal details on the pants. The way it is, looks too rounded and seems like he's wearing diapers for underwear.