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Looking for feedback...

That was interesting, I guess. Here another try. If someone reads this here and wonders whats going on,
reading my third post explains stuff. Apologies etc.

Ok. Here is my first ever player model. Work in progress, low poly.

Since it's my first model, that is more than an adjusted primitive, I want to know if there are things I
should or shouldn't do with it. Besides adding feet.

15697503.jpg



99490036.jpg

I'll probably use a light map as a base / start for the skin.

30299619.jpg

Here is a sketch of the skin design. Done after I started the model. Drawn while on a train.


13308263.jpg

Replies

  • Taylor Hood
  • Papa_Austin
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    Papa_Austin polycounter lvl 10
    i think you should get rid of a dot or two?
  • jaball
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    you got some errors with your smoothing groups on the last dot.
  • Taylor Hood
  • slipsius
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    slipsius mod
    Merge those verts! here's a paintover of what it should look like.


    .
  • Yozora
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    Yozora polycounter lvl 11
    Try adding some more detail, looks a bit too simple at the moment.
  • conte
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    conte polycounter lvl 18
    you think it's original thread action?
    take some
    face-palm-hand-cream.jpg
  • Rens
  • brandoom
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    brandoom polycounter lvl 13
  • fearian
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    fearian greentooth
    I dont know I think its a bit short? Here's a paintover:

    ....
  • Autocon
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    Autocon polycounter lvl 15
    seems like your using your reference of . to much. Try to go your own style and throw a , in there every now and them.
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    I like the muted color palette, are you going to import it to a game engine? Not sure where you could find a copy of the editor but seems like SCUMM would make a good fit.
  • madspacemarinemustdie
  • commander_keen
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    commander_keen polycounter lvl 18
    needs moar dong. like this:

    8=====D
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    Dong... where is my automobile!?
  • Ben Apuna
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    You're off to a good start but you need to study more anatomy :p
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  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
  • MALicivs
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    MALicivs polycounter lvl 15
    slipsius wrote: »
    Merge those verts! here's a paintover of what it should look like.


    .


    I LOL'D
  • Zotter
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    okay, were most of the images taken down or is this some emperors new clothes thing and you all are just too damned smart? >.>
  • madspacemarinemustdie
    I made a thread. It took a whole day to appear, for some reason. I worked on the model on that day,
    and felt the thread here was outdated. So I edited the thread, since I couldn't delete it.
    The people of the forums here took the opportunity to ... comment.
  • seforin
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    seforin polycounter lvl 17
    I made a thread. It took a whole day to appear, for some reason. I worked on the model on that day,
    and felt the thread here was outdated. So I edited the thread, since I couldn't delete it.
    The people of the forums here, took the opportunity to be dicks.

    I lol'd . alot of the old bums on here can be kinda snobish at times, but its all out of love (Perna im looking at you!)

    Just post what you were originally trying to get feedback on and people on here will give feed back :)
  • Rens
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    yeah i think the thread had to be approved first, so its normal for first posts

    everything we do gets outdated fast, but thats where updating comes along, collect some outdates for a few days and post

    btw people are just having some fun, dont sweatz it :)
  • Rens
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    damn doubleposts... me computer loves the internet
  • Ben Apuna
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    Yeah sorry about that, just post up your work now that your account is all good to go. Posting early steps of a work in progress is cool too, as we'll see how you are working through things and be able to make more informed critiques.

    You should probably start a new thread thread though as this one is already derailed.
  • madspacemarinemustdie
    Ok, I'll see how it goes in the future.



    [EDIT: Changed the first post, uploaded pictures again, etc.]
  • Ben Apuna
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    For a first character model this isn't too bad.

    3D Technique wise:

    Is there a reason why you are working in all triangles? Are you using an "edit mesh" modifier rather than a "edit poly" modifier? The reason I ask is because it is easier to work with mostly quads (4 sided) polygons than all triangles.

    Is there a reason why you haven't merged her body parts together into one mesh?

    Anatomy wise:

    My original critique still stands, keep studying anatomy. Get some books and draw from life. Try to get a hold of some books by Andrew Loomis and go through them, they are floating around on the internet and shouldn't be too hard to find. Right now unless you are not going for realism there are a lot of proportion issues to fix the most glaring to me is that her neck is way too long.

    Check this out and compare it with your model:

    loomis.jpg
  • madspacemarinemustdie
    The proportions of the model are idealized.

    In the model tutorials I learnt from (for UE2), it's said there that models should be triangles.
    I thought this applies to all game models?
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    Funny thing is, that page describing ideal proportions is no way ideal to me. Her shoulders are way too wide, hips too narrow, no ass, and worse than all, she's ugly.

    My one major suggestion is you're so low poly right now you can barely even get any decent anatomical base down. The same goes with what I said in regards to Ben's page: one quick thing to adjust is to narrow the shoulders and widen the hips.

    One thing you learn from plenty of life drawing is diagrams are there for reference, not for step-by-step instructions.


    Keep it up!
  • Zotter
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    The proportions of the model are idealized.

    In the model tutorials I learnt from (for UE2), it's said there that models should be triangles.
    I thought this applies to all game models?

    All models, whether game or animation, are converted to tris when they go through the engine or renderer or what have you.

    Before that keep it in quads, quads are best Especially if you want connect to work right or if you want to put it into zbrush later.

    True they need to be tris in game but the game editor coverts it for you.
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    What you can do, if you plan to work in Zbrush, is model all in quads, do all your sculpting, then re-export the lowpoly from Zbrush back to Max. Then you can take that mesh and start deleting edges and optimizing your silhouette.

    The engine will triangulate for you, but if you do it manually beforehand after Zbrushing (and before UVunwrapping), then you can optimize where your tris are.
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