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My First 3D Character

Hi everyone, long time lurker first time poster here. I'm relatively new to the 3D Art scene and have been studying a Games Design BSc for a 2 years. This year we've been let of the leash to create a character of our own within a 12k polygon limit.

Let me introduce, Grobbulus V2:

components.jpg

The module is to be handed in on Monday so i'm just looking for some quick crits. I'm aware that there is still quite a few untextured elements in the scene (blindfold, screws etc) and i'm working on these as we speak.

Any advice/tips whatsoever would be cool.

Thanks,

Sam.

Replies

  • JustinPunio
    My only reservation is the topology around the upper chest area, specifically under his pecs?
  • gilesruscoe
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    gilesruscoe polycounter lvl 10
    i would definately consider revising your topology, the legs and armor isnt too bad but the body has alot of problems and wasted polys, some very odd things going on with those edge loops for sure. will do a paint over for you when i get time
  • y2duggan
    Thanks for the replies.

    As regards the topology, I understand where you're coming from. The top half of the body was re-topologised quite a while ago, i wasn't 100% sure on what I was doing. Eventually got more of an idea when doing the bottom half. I would re-top the top again if the hand in weren't so close. :poly142:
  • Arcanox
    Pretty neat character.

    If it's possible I'd address the topology and try to remove some unneeded loops where you can. You're probably going to find out when you start rigging your character that having tons of geometry as dense as it is there, is a bit pain to weight correctly. Also, most characters for games keep the polygon density fairly consistent unless it's absolutely needed. Just because you have a 12k limit doesn't mean you should spend it all on the torso.

    I'd also recommend looking at texturing tutorials and methods for painting characters. It's a pretty integral thing, and I'd really suggest that it's the most pressing need for your character right now. A lot of the model definition that you have in your character's upper body could just as easily be rendered with diffuse shading.


    Anyway, that's what I'd suggest you look at. I wouldn't take Super Happy Cow's comments too literally because what you're doing is part of a learning process. It's not worth it to start over, but just try to finish whatever you do to it's fullest level of completion. You actually gain more insight into what's needed in the early stages if you're familiar with what the end result is going to be.
  • tda
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    tda polycounter lvl 16
    The seams in your model look like they're most likely coming from the normalmap. Did you run your diffuse through a normalmap filter and overlay it onto your bake? If you did try to avoid that, you want to manually select layers from your diffuse that need description in the normal and add them layer by layer. I ask because it looks like what's happened is a filter has tried to calculate height data from the contrast of the light value of the skin over the dark vaue of the background, and in doing so it's made a big fat step in the normal all around all your seams.

    What i'd do from here is just move on, as i think you plan to anyway. What'd benefit you most, perhaps while you're waiting for your next assignment, is to spend some time doing what super happy cow recommended. Watch some tutorials on sculpting, anatomy, retopology, making nice textures, anything you can get your hands on. It's all available for free from people from sites like polycount, just scour google and youtube and you'll find hours and hours of the stuff. Try and take in as much as you can before you start a new piece, and maybe do a small test to see if you grasp it all before doing anything major.
  • Zwebbie
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    Zwebbie polycounter lvl 18
    Maybe I'm crazy, but I don't see any detail of the highpoly in the final lowpoly. Which is odd, but it looks like it's there in the normal map.
  • LateWhiteRabbit
    I would listen to Super Happy Cow. He's being harsh, but he is also right.

    It does you no good if we tell you something is good or okay just to avoid hurting your feelings. That would be doing you a disservice. It is never pleasant to hear overwhelming negative criticism of something you've done, but if we don't tell you what is wrong or that it is not up to par, you'll never get better.

    The only thing I disagree with that he said is that I believe you should keep working on this model and improve and fix it as much as you can. You will learn a lot correcting your mistakes and it is important to get in the habit of finishing projects, even the frustrating ones. Especially the frustrating ones.

    11K is far too many polygons for a character in this style. The 12K tri limit your professor gave you is more geared towards characters that push photo-realism, like those in the Modern Warfare series, Uncharted, Half-life 2, etc. Your polygons aren't evenly distributed across the model like they should be, with far too many in the chest, head, and arms.

    There are many, many things wrong with your model. I realize you have to turn this in soon, but do as Super Happy Cow suggests and watch some tutorial videos. There are many great and free ones on the internet. Even look at the Wiki here on Polycount for some good tutorials and tips.

    We all started where you are at. Don't get discouraged, just keep learning and try and make every piece of art better than the last.
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    ahhh, game dev schools/programs...

    The problem here is that they've "let you off the leash"... did they bother to teach you proper design process before releasing the hounds?

    the real question is... what type of design are you really wanting to do?

    If it's character design, you have a long way to go. That being said, Super Happy Cow is right in saying that you should look at videos/tutorials on everything... but more importantly you need to understand what makes something aesthetically pleasing. Start with basic art theory and work your way up from there.

    As a developer who sees countless portfolios from kids who have taken a "Game Design Program" and spent 2 years and a shitload of money on it... i can't help but feel bad for them. Granted there's some decent people who come out of these programs (some of which I work with), but these are special cases that would have probably been better off just going to regular design/art/business school and learning the game dev stuff on their own...

    With anything, you get what you put into it, i know... but come on. How many more people are going to have to suffer under the tutelage of a former game developer who's clearly checked out and/or fell out of touch with the industry and it's demands?

    Maybe it's the scotch... But personally, I'm over it.

    BTW: don't take this personally y2duggan... the last time i posted anything on the forum it was incomplete and a far cry from good... "It's not you, it's me" kind of thing.

    I'm just sad for the thousands of people who get ripped off by these so called "game design" schools.
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    I realize that wasn't too helpful -

    What I'm getting at is this:

    Quick critiques won't help make this piece any more successful... if you're going to be a character designer/artist... do the following

    Draw
    Take art theory classes
    Read books
    Draw
    Take life drawing classes
    Look at inspiring artists... those you respect (or don't)
    Draw some more
    Hell... paint
    Read some more books/interviews
    Observe shit around you that you think is cool and think (critically) about what makes it cool...
    Draw that stuff
    Sculpt the stuff you draw...
    Eat a dinner or two (maybe a healthy breakfast)
    Etc....

    You get the idea. You can't just open zbrush and start sculpting away at something and expect that it will be any good.

    If you're being for realsies... take this advice/crit and the comments from Super Happy Cow... and make polycount and yourself proud by learning how to do this stuff correctly (whatever correctly is)... and be honest with yourself about what you can and want to do...

    If you want to be a game designer... learn programming languages and write your own little games. Look at some of the game design docs that have been posted somewhere on the internet... open the UDK and start scripting/building levels...

    The idea is to do something... something worth doing, learn something worth learning... and teach yourself how to learn the things you need to know. Clearly game design school isn't going to do that for you.

    Good luck man, and don't give up... just try/do harder.
  • y2duggan
    Thanks all for the comments.

    I think the next stage would be to pretty much write off this character and begin with the sketching/tutorial spam. It's hard to find time to do all this alongside studying but I graduate (hopefully) in the summer and will have a lot of spare time to improve my skills.

    @nfrrtycmplx, I couldn't agree more about the course I'm taking. 90% of the first 2 years has been pretty much irrelevant to my interests. Looking back i would have, as you said, invested the money elswhere.

    I've taken all the advice on board and will hopefully post up some of my own personal work in the future.
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