View Full Version : Proportions- need crit
tobyWong 02-11-2004, 12:00 AM Hi everybody!
I was posting this in the game fourm, I thought I had it(proportions) but people said they thought a few things were off.
I want a more focused critique, so please let me know exactly what you think is off about the proportions of the model.
http://www.sneakmedia.com/blackMage_02.jpg
*note* the clothing is baggy, waist is much higher than the crotch of his pants
http://www.sneakmedia.com/anatomy.jpg
Thanks , ya'll rock!
-TW
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pigwater
02-11-2004, 10:10 PM
hey TobyWong ...yah things here did get a little bent on you ... it almost seems that each part has it's own porportions ... individually they are not that bad but all together it just isn't workin
go here (http://www.3d.sk/) .. find a pic and place that on top of your piece to help
for starts .. the head is too small, & the shoulders are to wide ... the baggy pants make it confusing, but your torso is squished in the "Y" .. need to stretch out the "Y" belly area
good luck
tobyWong
02-14-2004, 01:59 PM
Ok changed around the proportion... which looks better + whats still wrong?
http://www.sneakmedia.com/updateDel3_04.jpg
woof, been looking at this for way too long :P
-TW
pyraxis
02-14-2004, 10:14 PM
I know the baggy pants are part of your concept but I think they're part of what's throwing the proportions off. To me they seem like something a child would wear. With the waist so low, they made the character look shorter (giving him more childlike proportions). You may need to define the shape of the legs underneath the pants more, make the knees and hips show through the cloth, and add some folds and drapes. Put them in the texture if you're trying to keep your poly count down.
pigwater
02-16-2004, 07:48 AM
number 2 is better ... but do this, take your two thumbs and cover up his arms on the #2 pic you got posted here ... looks better Yah?? .. you haave the shoulders too wide , and more importantly where the arms fall down from the shoulders ... narrow this area and it will be alot better
the head could be a inch bigger in y and x , and i would stretch the neck a touch in the y ...and thin it in the x
lookin better though
BigBalla
02-26-2004, 09:29 PM
dude its your pants line thats throwing everything off, look at his pelvis his pants line is coming right accross his crotch jack em up a bit and look at the difference it will make
nineinchneil
02-28-2004, 02:53 PM
actually it's not just the low-pants that are throwing your model out of proportion. the red skeleton is out of proportion itself. as a general rule of thumb the the length of the thigh and the length of the calf should be about the same as the distance between the shoulder and the pelvis. you need to make your legs longer. you can keep the pants level where it is, just lengthen the legs.
also, if you intend on making this a game model, you need to severely cut down your poly-count. you don't need to keep everything in quads; there're a lot of unnecessary polygons that you don't need. also consider making the skull on his chest a texture, instead of detailing it with polys.
the eyes need to be a little closer together. another general rule of thumb; the distance between the eyes should equal the distance of one eye, meaning that from the end of one eye to the other, it should be three eyes long. i'm only emphasizing these rules, because it seems that you're going for a fairly realistic model, and these rules apply to real anatomy. keep it up, it's looking good.
tobyWong
03-14-2004, 03:49 AM
Ah, Neil I love you... Your reminded me of my good friend the anatomy book. I think I'm closer to correct proportion, I'm liking it so much more now. I have so much more to do, but I think I'm on the right track.
http://www.sneakmedia.com/necroMage01.jpg
As far as the polycount goes, I'm making 4 versions of him(hopefully I'll have the patience to go through with it.) I'm going to keep this version as the mid-high, reduce for the mid low, sub-d for the high, and make an uber low as well. So polycount isn't highest priority right now :).
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