Hi I am looking for valuable feedback and critique on my current work in progress. This is the Hades Servant Character I have modeled so far. Hes about 6,000 tris; I am going for a medium poly character. This is the base mesh so far. I will post updates with Normal maps( especially considering this character will be largely normal mapped) and textures shorty after they are completed. Here is a link to some quick concept art so you can get a feel for the direction in which this is going.
http://aipash.cgsociety.org/gallery/802309/
Thanks!
-Ashlee
Replies
Base Mesh
Zbrush Update 1
My comments would be that you've gone and polypainted and detailed a very rough, half finished model- adding in veins, cuts and dripping blood before you've added any muscle forms or even started those hands seems like a waste of effort as you'll lose a lot of that. I would suggest dropping back a few division levels and really cracking the anatomical structure- you can re-detail later but all the blood in the world won't help if the underlying forms are wrong. Trust me on this- I got enough of a beating in the forums for bad anatomy myself! The phrase that sprang so readily to mind for my own piece was "polishing a turd"! I'm not suggesting yours is that bad, but get the workflow order right- that cool stuff nas to wait!
~P~
keep going=)..
cheers
I know the toes may seem a little dense but I wanted to use this character to get good at doing toes. lol I suck at them. (and hands too >.<)
Also his little cloth will have a nice alpha for ripping.
Wire
Update 2
Feedback please
1- his muscles don't match natural muscles very closely- e.g. he has no obliques or serratus anteriori but appears to have 2 trapesius...
2- your low poly wire edge flow doesn't look to my eyes like it reflects muscle flow and this might impact deformations. And he's a bit oddly proportioned.
A quick google for "human anatomy reference" turns loads of resources and images up- e.g this:
which might help! 3d Sk is great if you can pay for the subscription- failing that look at something like http://www.bodybuilding.com/ for reference.
Hope this is of use to you! Look forward to updates.
~P~
Not arguing with you, infact I love that you are devoting your time to help me out. I guess the bigger problem is that im having a hard time seeing exactly what your saying.
Cheers
~P~
Just be sure to remember muscle insertion points and general proportions. Check out this site for more info and a good means of learning to eyeball anatomical proportions.
~P~
Thanks a lot you guys!
Find an exact reference of what-ever body type you want to recreate and go for it. I understand that you are rushed, so try to keep things simple, and just get the basic shapes down (forget minor details like veins and stuff like that).
Specifically, if I were you, I would go back down to one of the lower subdivisions, smooth things out, and delete the higher subdivisions. Then just get the basic forms down and call it a day. Remember, the most important things is nailing a good silhouette, with good proportions. If you just take a moment to work out a plan of attack on this, I think you can pull it all together nicely.
Good luck!
Thanks all.
Frankly, if all the teacher wants to see is a finished model regardless of a shown understanding of the basics, then he isn't doing his job. If you aren't practicing those basics, then you aren't doing yours.
When it comes to learning I think you have to actually learn before you can do, but these classes have always been run before you can walk.
Thanks to forums tho, I am learning a lot more than I do in classes.
I remember some of the first 3D classes I took had the same setup, though: here are the programs, here's how you use them, now make a short animation. On your own. I remember a particular class twice because I failed the first time due to time constraints, but blew the class out of the water that preceding summer since I had two months of my own time to dedicate to the project. Still, though-- the end results were laughable, at best, and the school completely revamped said class after now-friend/then-director explained the problems with shoving students into programs without first teaching them solid fundamentals.
I would suggest checking out Gnomon DVDs, Digital Tutors, things of that sort to help you alongside school. It sounds to me, at first glance, that your school's administration doesn't have a good understanding of 3D production themselves to truly be able to teach the students the skills necessary to get a job in the industry. /my 2 cents
Some schools and training facilities are really on the ball, but others- well, if it takes 4 years to get a course approved, and 4 years to get changes approved, as with a lot of institutions, how up to date a relevant will the course be. I did a 2D design course back in 2002 which used Photoshop6...even the tutor gave everyone hacked copies of more recent PS, Illo and flash cos he knew what a blow the course was!
Good luck man!
~P~
lol Lom's an asshole rofl rofl
The forums are great cause I get the harsh critique I need, that I doubt I would get in class. I dont know what I want to specialize in yet (character design, texture work, level design, etc) but seeing as how this has hit me pretty hard, im bound and determined to get it right. Maybe eventually I will be a great character modeler. I dont really have that many under my belt to say, and Im just getting started with all i wanna do in zbrush.
Good luck with the final
~P~
I went back to school and took life drawing classes, you can't imagine how much help it has been. Simply went to community college and took up life drawing for a semester, followed by another semester of a more advanced life drawing class. I also took a beginner animation class. Cost me like $60 bucks for all that. While I was there the prof. loved me, I'd show her my 3D artwork and game artwork and she was really into it.
I didn't care whether I passed or failed, it was mainly to learn about anatomy and get it down pat.