Hey All,
This is a character i'm making for one of my uni classes. The model needs to be under 10 000 tris and we have the semester to model, texture, rig and animate the character. I'm new to the forum but i've been reading around and it seems that just about everybody has some fairly amazing talent and i'd love to hear your opinions/advice etc etc.
This is also the first organic creature i've modelled (and textured)
7472 Tris
Cheers
Ben
Replies
Hope these are ok
Proportion wise you have many issues.
tbh, I'm a little too lazy right now to do a proper paint over for you, but you should be able to compare the standard Loomis proportions to your model and find the problem areas:
The silhouette has obvious problems as well. He looks far too stiff, and flat. But I think when you work out proportions to match the image I provided, you will find it resolves this issue.
As for the face texture, I am assuming it's a wip?
It looks like you have pretty much the same color throughout the entire face, with some very subtle color here and there.
Take a look at some photos of faces, or even your own face for reference, and start to work in some stronger color variation. The lips and eyes being the most obvious of choices atm. Also don't forget to give your textures a shadow and highlight pass.
Good luck man, and nice work so far for your first organic model.
P.S.
Here are a couple of tutorials on texturing a face.
This is for if you want to hand paint the textures yourself: http://www.pig-brain.com/tut01/tut01_01.htm
And this is an option if you want to photosource them: http://www.hapzunglam.com/txt_tutorial2/txt_tutorial02.htm
If you haven't painted faces before I suggest you photosource them, but its up to you.
I've gone over the face texture and added some more to the "temperature" zones of the face.
The character isn't really supposed to be the "ideal male". Stupidly i took the render from perspective and not from a fixed orthographic camera. So i've also added an orthographic render below
You said there were quite a few proportion based inconsistencies in the model. And looking at the model it does seem wrong in some way. Maybe i'm just looking at it the wrong way but i can't for the life of me pick what it is. Can you elaborate?
but first perhaps create a prober render and scene setup with 3 point light for example and FG renderer such as MR.
Point being, even stylized characters have certain consistency with proportions. If you are not critical of these consistencies, then things will just look wrong to the viewer. Believe me, when I first started out, it was difficult for me to see these things too, especially when you are working on a 3d character and spending countless hours on it. You really need fresh eyes to help you get good critiques.
I suggest you play with the proportions still. Set them up to that of the ideal man, then change them from there to have the stylized look you are going for. Trust me, when you do, you will see for yourself many of the things you are having a hard time identifying now.
renderhjs is absolutely correct about the textures. Also, don't render with an all black or all white background, this is a big "no no".
Good luck man!
Also, i was trying to use a directional light behind the character to give a rim lighting effect. But for some reason it ended up illuminating the inside of the head quite brightly. Any ideas as to why this may be?
Thanks again all for all the critique
like jail-break caught in the spotlight.