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generic human male WIP

hey folks!
i have been working on a hi poly model during the past few days and wanted to get some feedback and criticism on it.
most of my time went into the face and hand. everything else is still in a very early stage.
i'm not quite happy with the backside of the hand yet, but overall very happy with the rest of it and the face.
the model was made first and foremost simply as an anatomical study and to practice sculpting in blender with my new wacom bamboo. when i feel that its done i will also try to retopologize it to practice setting up a proper topology for a low or mid poly mesh, which is something i have been struggling with for quite some time.
so if you can recommend something that helps with that, it'd be greatly appreciated.
also.. in picture #4 the chest looks nice, but in #5 it looks odd.. i have looked at many references but can't seem to manage to get it to look any better from that angle. i think the FOV in blender is a bit weird and playing tricks on me.. it might just be the reason why i'm hitting a wall here...
another spot thats been giving me a hard time in previous models as well is to get the transition from chest to shoulder to upperarm look right.
again any tips or constructive criticism would be very much appreciated.

clipboard00.th.jpgclipboard01kg.th.jpgclipboard02km.th.jpgclipboard03oe.th.jpgclipboard05ic.th.jpgclipboard06k.th.jpgclipboard07c.th.jpgclipboard08x.th.jpg

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Replies

  • Psyk0
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    Psyk0 polycounter lvl 18
    Post pictures of the whole body, preferably ortho views, wireframes and a neutral material, the specular and odd shadows makes reading the form difficult: probably because i'm used to really flat and basic materials ;)

    Also, if this is meant to be a base mesh, you should make it less complex in regards to edgeloops. Edgeloops make it difficult to rework forms in areas that need major changes and you'll probably hit your polygon limit a lot sooner...which isnt always fun to work with.

    The transition between chest to upper arm looks odd because of the deltoid's shape and the lack of pectoral muscle inserting under.
  • MoreDread
    thx for your response!

    you're right, blenders default material is a little odd if you're not used to it...

    i have since abandoned the hi poly mesh and reverted back to a less detailed version, to fix some issues with the mesh topology... one step higher and my machine wasn't able to handle the amount of polies anymore... but in some areas i wasn't getting enough detail. i also wanted to use spheres as eyes instead of them beeing part of the sculpt.

    i sculpted this using an older basemesh which has a really funky topology, sadly not in the good way.... this means the wireframe will look terrible but i'll post the shots you requested tomorrow after work.
  • nordahl154
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    nordahl154 polycounter lvl 9
    Looks great! Except I feel the temple and forehead are a little flat. And there's a little crease on the top part of the ear where it connects to the head.
  • MoreDread
    something really weird just happened... i opened up the polycount forums and was automatically logged in as Justin_Meisse, veteran polycount member o_O
    wtf? has this ever happened to anyone else?

    anyway....


    yea there are some topology issues around the ear, which is one of the main reasons why i went back to get these sorted out.
    the worst topology is in the area where the pelvis connects to the legs on the front tho... very awkward... i'll post some pics when i get home.. i have no clue how to sort out this mess lol... and the back is strange as well... i think i might be able to handle this part tho.
  • Psyk0
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    Psyk0 polycounter lvl 18
    Just a glitch on the boards, it also happened to other people :)
  • Cooljay
    Could use some more softening of edges, but overall it's working very well.
  • MoreDread
    allright .. i wanted to post these yesterday.. but a trojan got in the way.

    these are pics of the mid poly... i have a lower poly version but the shape is very different.. lots of issues in the topology stem from allowing a few tris here and there to get more detail in certain areas. i was beeing sloppy and there are quite a few loops that take turns all over the body.. flow ain't too great... but i'm focusing more on the shape of the model right now, as this will get retopoed later anyway.
    still.. i do need to learn quite a bit more about this so i'd be thankful for tips on how to improve it.

    genericback.th.pnggenericfront.th.pnggenericfrontshaded.th.pnggenericheadfront.th.pnggenericheadside.th.pnggenericpelvis.th.pnggenericperspectiveflat.th.pnggenericside.th.png
    genericsidenoarm.th.png
  • MoreDread
    00front.th.png0back.th.png0side.th.png1persp.th.png2flatback.th.png2flatfront.th.png3shading1.th.png3shading2.th.png

    ortho and perspective views with different shadings and materials of some half assed muscle studies, a little exaggerated maybe... the arms look pretty bad, i guess i don't really understand the origins, end points and shape of the muscles yet. overall i think i'm starting to get a basic idea of how its supposed to look tho.

    an overpaint of the arms would be great, if someone feels like doing it.
    could use some help with the abs and back, too.
  • MoreDread
    0back.th.png0front.th.png0side.th.pngpersback.th.pngpersfront.th.png

    took some more reference pics and went over the whole thing again. the main changes are in the abs and muscles of the arm, but theres a little bit almost everywhere.
  • MoreDread
    no crits yet? c'mon i'm starting to get desparate!
  • Psyk0
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    Psyk0 polycounter lvl 18
    One of the biggest problems is the silhouette of your model is too straight, anatomy is best represented with opposable curves, partly because that's how humans are built (every muscle has an opposite to move limbs in other direction) and also because straight lines are pretty damn boring to look at.

    P.S.:Excuse my half assed paint-over skills :P

    frontrevised.jpgfrontrevised.jpg
  • MoreDread
    finally!
    thx for the paintover, i'll try to improve the silhouette tomorrow after work.
  • MoreDread
    ok i spent quite some time optimising this thing...
    i also experimented with DOF and SSS altho this isn't really meant to be a rendered project.

    i think it looks much better now, but i still don't like the forearms.. any suggestions?

    testhj.th.jpg

  • MoreDread
    here are some orthos of my current version.. decided to rework all the shapes with a rough clay brush.. i mightve ruined the triceps area while doing it.. and i'm not really sure i managed to improve the forearms.. which is what i initially had in mind. overall there is SOME improvement.. but i feel like i'm hitting a wall here.. been trying to improve the model for a long time now... but i can't really seem to improve on it very much at this point. the stomach area and the outline have improved a bit tho.

    orthof.th.jpg
  • MoreDread
    retopoed, reshaped, rigged, skinned and exported to the source engine.
    i have spent an insane amount of time on this one and i think it payed off.
    time to move on to some clothes.

    the polycount is ~6k.. only normal maps and a very, very simple color map are used atm.
    newczerny.jpg
  • Roepetoepa
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    Roepetoepa polycounter lvl 12
    I like it, but I got the feeling his forehead got a weird ditch in it and the eyes are a bit too big and standing a bit far from each other
    like the skintones :]
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