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First Character WIP - Critique Requested

polycounter lvl 14
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superdenny707 polycounter lvl 14
I'm putting together my portfolio to try and get into grad school, but I need more variety in my work. This is the first game-res character I've done in this way. Please feel free to comment and critique. Any and all suggestions are welcome.

The concept was not done by me, the base mesh was done in 3ds Max, the Sculpting is in Zbrush.

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  • theStoff
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    theStoff greentooth
    Not bad so far. The silhouette is looking pretty good. The back of the hood is coming along I feel the inside of the hood is a bit flat though and he could use a neck, haha. Can't say too much more until you start pushing more detail. Keep it up!
  • superdenny707
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    superdenny707 polycounter lvl 14
    Thanks for the advice. I actually decided not to give him a neck because when I do the normal bake, it wont show up. I will put some more work on the inside of the hood. Thanks again
  • SoulfulJudge
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    SoulfulJudge polycounter lvl 6
    Okay so far I think your doing fine. I think that the your character design is pretty cool. Not much can be said without the detail. Although one area that caught my attention is the the shoulder area. From the front it looks like cloth piece across the clavicle region is bunched on top the shoulders and side view it doesn't look as bunched up (if that makes sense). Also comparing it to concept art it seems its suppose to fan out a bit more. I think a 3 quarter snapshot would make it easier to tell whats going on there.

    Overall its a good start and I hope it goes well, keep up the good work & good luck!
    P.S.Hope this helps a little.
  • superdenny707
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    superdenny707 polycounter lvl 14
    Hope this thread isnt completely dead yet. I decided to take a break from the GT-R to restart this character. I'm not going to sculpt this. Gonna do just a low poly, then hand paint the texture. figured it'd be great practice for both. Took SoulfulJudge's advice, and fixed the cloth the best I could (this isn't the best reference for a 3d Character, but that can't be helped)

    Comment and Crits welcome
    here's the head, didn't focus too hard on the realistic anatomy since most of the head is going to be completely hidden.
    lucasmarks_head_by_superdenny707-d4owwm7.jpg

    here's everything else but the arms so far
    lucasmarks_01_by_superdenny707-d4owwh7.jpg
  • superdenny707
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    superdenny707 polycounter lvl 14
    quick update. just finished the arms, the shoulder area is a pain, not sure if that will be the final topology.

    suggestions always welcome

    lucas_marks_wip_by_superdenny707-d4ozmsh.jpg
  • Johnnycakes
    I would try to make the arms a part of the rest of the body, same with the legs. It will help with rigging later. How is this your first game-res character when you're trying to get into grad school? What are you going to grad school for?
  • superdenny707
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    superdenny707 polycounter lvl 14
    I would try to make the arms a part of the rest of the body, same with the legs. It will help with rigging later. How is this your first game-res character when you're trying to get into grad school? What are you going to grad school for?

    I know, I'm keeping them separate for now to make the modeling much easier (easier to isolate parts this way). All the vertices still line up perfectly, so when it's time to combine meshes, it'll be super easy.

    This is technically my second, but the first was a 240 poly character for iphone that was beyond crappy, so I don't count it. But the school I went to for undergrad didnt' have a program for animation or video game design, so I never really much in the way of formal training, so i've never had to make a character like this before.
  • superdenny707
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    superdenny707 polycounter lvl 14
    Latest update

    -fixed the arms
    -tightend up overal geometry
    -added extra details

    I have some z-fighting issues, but that's an easy fix. Moving onto rigging next
    marks_wip_2_by_superdenny707-d4p0437.jpg
  • zakhar2
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    zakhar2 polycounter lvl 6
    I think that you should probably redistribute some of the polys that are at the back of the head to someplace more useful. The chin, for example, seems really sharp.
  • superdenny707
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    superdenny707 polycounter lvl 14
    zakhar2 wrote: »
    I think that you should probably redistribute some of the polys that are at the back of the head to someplace more useful. The chin, for example, seems really sharp.


    Thanks for the tip, I'll defintely take care of that before I start rigging
  • superdenny707
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    superdenny707 polycounter lvl 14
    Need some help here. I took @zakhar2 's advice and added geometry to the face, but I lost the head shape I wanted in the process. Not done with the lips, gonna make them smaller once I get the overall shape back the way I want it.



    Comments and critiques always welcome

    marks_head_wip_by_superdenny707-d4p9xu8.jpg
  • superdenny707
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    superdenny707 polycounter lvl 14
    Quick Update: Redid the head to have less polygons, and better topology. Still having lots of trouble with the mouth area. Starting working on some textures in Zbrush, but realized I have a lot of problems with my mesh I need to address, so gonna be doing a little modelling work first.

    Here's the new head:
    markshead_by_denmarksart-d55n6a5.jpg
  • superdenny707
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    superdenny707 polycounter lvl 14
    Fixed the lips and edited the topology, and removed n-gons. Gonna go with this head model.

    MarksHead_02.jpg
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