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Jody Sol
07-06-2004, 12:12 AM
I got an art test from a company. I am to model an 800 poly character, texture and animate him. I decided to do the snowboarder (the other choice was soccer player).

http://www.jodysol.com/misc/boarder/snowboarder01.jpg

http://www.jodysol.com/misc/boarder/snowboarder02.jpg

http://www.jodysol.com/misc/boarder/snowboarder03.jpg


Critiques on modeling? Texture is up next, but I'm gonna take a break and have some lunch first. Notes: the pink thing is goggles, which will mostly be texture, and he will have a hat painted in texture. I am about at the poly limit. It's a pain trying to guess the triangulation.

DogmaD
07-06-2004, 08:27 AM
Hmm...there is a tool that gives you the true polycount in triangles when you are still working on the poly model. I forgot its name, but its somewhere here on the forum. I couldn't find it, but if i do i will message it, maybe someone else knows?

The model looks optimised enough, are you free to choose how to visualize the character, for example realistic, cartoon style, or something like that?
The only thing I have at the moment is that the arms look a little thin in comparison to the rest of the model.

Other than that all looks great, really good work for an 800 poly model. :)

Serul
07-06-2004, 08:48 AM
Of course you can always put a edit mesh modifier at the top of the modifier stack, to get the correct polycount for each object..

The model itself looks pretty good, the goggles look a bit blocky but I guess that can't be helped with your polylimit.

Jody Sol
07-06-2004, 10:40 AM
They pretty much gave me free reign. They supplied a single little image to use as "inspiration" of just a generic snowboarder. My original design had a little more flair and style, but I decided to go with something more generic.

One of my freinds suggested that you can select all the verts encompassing a model and hit "connect" to get a triangulated count.

Look for textures tomorrow.

Prs-Phil
07-06-2004, 12:20 PM
or you select all the faces in edite mesh and you get the same result. Is the fastest way

The model looks okay, the meshflow on the head isnt to good.
You might also want to add some smoothing groups and maybe make his feet a tad bit longer.

Good luck

Phil

Miguelito
07-06-2004, 12:29 PM
Legs are a bit to short in my opinion.

nathanielbell
07-07-2004, 05:16 AM
he he, I'm doing the same test... Looking good... :D :D


Nathaniel Bell
www.NathanielBell.net (http://www.NathanielBell.net)

Jody Sol
07-07-2004, 09:06 AM
Damn, now I'm all afraid for my chances, ha ha.

Jody Sol
07-11-2004, 02:29 AM
Textures:

http://www.jodysol.com/misc/boarder/snowboarder10.jpg

It has been suggested that the character looks too feminine around the face right now, also that the photo refrence for the clothes doesn't look too good. I am seeing about painting the wrinkles by hand, but so far it seems like hand augmenting better photo refrence will be the best way to go.

Any critiques?

Athey
07-11-2004, 05:16 AM
I know it's your style and all, but the skin may be a bit too pale. He almost looks more like a zombie snowboarder than just a snowboarder. Kind of dead looking.

I find that hand-painting in cloth folds works best for me. If you make a layer above your main texture and set its mode to multiply and paint with blacks and greys you'll get shadows that you can smudge and adjust really easy. This way you don't have to worry about smudging around any of the underlaying texture and removing that cloth feeling, but you still have easy editing control.
For adding highlights do the same thing, but set the layer mode to screen.

Anyways, it's looking neat so far.

Jody Sol
07-11-2004, 08:03 AM
Heh heh, yeah you've probably seen the textures as I've posted them on aftermath. I have already really livened up his face. He looked more pale and zombie-fide before, but now that I have given him some color people tell me he looks girly. I don't see it personally. ANyway thanks, good advice. I went over to Ted's and got some better refrence to work from too. Taking a break form texturing to rig and maybe animate though.

DogmaD
07-11-2004, 08:14 AM
Well, to tell you the truth, he does look girly. :) I think its the small nose and the clear lip definition. the texture is coming along, but clearly still needs work.

One suggestion i have is pulling the hat over her ears at the sides, and maybe even a bit over her goggles. Only give it a try, i am not sure if it will look good, but at the moment, i feel like the cap looks like something you would wear when you go for a swim. I don't know, maybe the texture will clear that up as you progress.

Well, back to work, i like your blue, yellow colour schema. And I think the character will turn out nicely.

Jody Sol
07-11-2004, 10:28 PM
I adjusted the face. I've been wrestling with photorefrence, and hand painting for the past ew days, so I think I'm going to leave it alone and move on to animation. Having a little trouble with mirror mode in max6 though. Can anyone advisea reason why the verticese are not marked in green and blue?

http://www.jodysol.com/misc/boarder/snowboarder11.jpg

I included a tiny version to see what he'd look like on a little handheld screen.

DaemonMagus
07-12-2004, 03:54 AM
Right now the skin looks like a light, desaturated purple or something. If it was more orange it would look better. And the mirroring on the clothing is really apparent.

Konstruct
07-13-2004, 05:41 AM
just thought i had to point this out, what is he riding on? is that a snow board?? you might wanna dig up some referances as to what a snowboard looks like.

as for the skin, you should really go dig around some snowboard apperal sites for inspiration the googles need some good referancing too.

if all else fails, referance s`more:cool:

Jody Sol
07-13-2004, 07:55 AM
The clothes and goggles, are actually from my own photorefrence. I have a friend with full snowboarding gear, and I was able to get some nice hi resolution photo refrence of wrinkles and stuff. I have been unhappy with the implementation thus far though. I will delve further into texture theory and how to utilize refrence intelligently

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