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[WIP] Juro Tsumura - Character

Hi Guys,
This is the character Juro Tsumura being worked on for our 3rd person shooter.

Appreciate any feedback to help improve the model, topology and identifying problem areas. If possible help us correct any anatomy issues to better reflect the human form.

Thanks everyone.

Polygons: 1536
Tris: 3018

Concept Art credit goes to John Jamtli / http://www.jaeger-art.com/
Character_Tsumura.jpg

Work in progress: Model credit to Italo Poscai / http://www.italoposcai.com/
Soldier1_b.jpg

Soldier1_b_close2.jpg

Replies

  • KyleJensen
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    KyleJensen polycounter lvl 12
    You have animation topology for the mouth, but not the eyes. The problem I'm seeing with that is that in the concept and model the lower half of his face is covered by the balaclava he's wearing. His eyes and eyebrows should have much more focus than the mouth because they're not covered by clothing.

    By the way, shouldn't his nose be covered like in the concept? Even in your othographic drawings his nose is covered.
  • Snader
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    Snader polycounter lvl 15
    Why did you bother making edgeloops for the mouth but not the eyes?

    It looks like the arms are a couple of inches too long.

    The head is too short, and the ear is far too far forward. It should be behind the jaw, not in front of it.
    dre-profil.jpgernst-profil.jpg

    The straps on the shoulders will give problems when animating. Move them closer to the middle, under the coat, and narrow them down a bit.

    Take in his hips a bit (front view), narrow down the lower torso (side view) and make the legs bulge like

    ( ) ( )
    ( ) ( )

    instead of

    \ / \ /
    / \ / \

    And here are some personal opinions:

    I'd merge the hood with the coat, at least in the front, where the zipper is.

    Polystrips/polyplanes for the fur.

    The coat could be a lot longer, boots thicker around the ankles and shins, glasses a bit larger.


    Good going so far, keep at it.
    definitely add the knife, asymmetry is nice.
  • Romario
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    Thanks so far guys, it's very helpful.
    About the balaclava that covers his mouth- yes we are planning to change this but wanted to get an overall critique and make the changes at one time. I should have mentioned this in my original post.
    Snader wrote:
    and make the legs bulge like

    ( ) ( )
    ( ) ( )

    instead of

    \ / \ /
    / \ / \

    Could you explain or illustrate what you mean? I do not understand this part.
  • TNO
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    TNO
    O%20Bein%20und%20X%20Bein.jpg
    I think something like on this picture was meant. ;-)
  • Snader
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    Snader polycounter lvl 15
    Romario: sure.

    TNO: Nope.

    legsexplained.PNG
    Makes the pants look more puffy.
  • woody_294
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    This may seem a moot point to some, but why has he taken the time to customise his gun, and not his belt kit?

    Good looking model though :)
  • BlvdNights
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    BlvdNights polycounter lvl 8
    Romario wrote: »
    Thanks so far guys, it's very helpful.
    About the balaclava that covers his mouth- yes we are planning to change this but wanted to get an overall critique and make the changes at one time. I should have mentioned this in my original post.

    That still makes no sense. What engine are you guys planning to use?
  • Romario
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    Notes:
    We will be adding the Knive once finished defining the symmetry.

    About the Engine: We are using Ogre3D for graphics.

    Thanks again for the comments.


    Updates: Hope the pants look better now.
    Are the eyes too small? How about the boots, too big?
    Soldier1_c_wire.jpg

    Soldier1_c_closeface.jpg
  • NiklasT
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    NiklasT polycounter lvl 7
    If he is not gonna have a visible mouth you could skip to model it. And if he actually is going to be able to talk then you should be able to get away with just a jaw bone which you move up and down.


    I just did a quick paintover here to show you some edges that could possibly be deleted to turn triangles into quads. I also painted some on the mouth hehe.

    Red = delete
    Yellow = possible change, not necessary.
    Green = How edges should be.

    paintover3d.jpg
  • DOG-GY
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    DOG-GY polycounter lvl 12
    I agree with removing a lot of the information around the mouth. With ski masks they're never very defined. If anything you'd need to pay more attention to how the fabric will stretch (maybe even slightly overdo how much the jaws would move) than defining lip shape. Look up videos of skiing and hope to god they're talking with the masks on. Movies may be a good idea. Any bank robbery or skiing scene in a movie would probably show how it looks. I think Inception had quite a few ski mask talking parts (it's in theatres so that would be a good time to enjoy it and learn a bit).
  • Romario
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    Update: Thanks for all of the feedback and time taken to provide a paint-over. Will probably take one more round of comments and wrap it up today.

    Soldier1_cc.jpg
  • woody_294
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    Great work Romario and helpers :) Looks loads better in the head region.
  • butt_sahib
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    butt_sahib polycounter lvl 11
    Why do you have that extra inset-d loop on the goggles?
  • Romario
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    woody_294 wrote: »
    Great work Romario and helpers :) Looks loads better in the head region.


    Thanks Woody, but credit for the model goes to Italo Poscai / http://www.italoposcai.com/

    He's been very patient and helpful during the process making revisions and improving the model. Thanks again everyone.
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