View Full Version : modeling and texturing 2005
helicopterr 11-11-2005, 07:08 AM Hey guys check out my latest modeling and texturing reel at
http://mars.walagata.com/w/helicopterr/JosephYang2005.avi
The reel includes two head busts and two figures. One head and one figure are textured.
All crits welcome as I am constantly striving to improve my skills!
By the way it is 12 mbs!
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Heber
11-11-2005, 07:56 AM
needs major work man, that guy holding the gun :argh: ...i think you should just cut it out completely, it hurts the overall reel.. just my .02 cents..
the_podman
12-27-2005, 07:07 AM
You need to show more wires. Employers really want to get a sense of meshflow understanding if they intend on hiring you for riggable characters. You've got some proportion issues with the full female model. Legs are too short and the shoulder's are unusually broad. The one wire that you did show in the beggining has got some major issues. Looping around the face is inconsistent, where there are polys that are really "packed" together on the top cheek and less dense towards the bottom cheek. Nothing is evenly spaced and judging from the "pinching" you've got in the nose and back of neck along with strange geo, it's obvious you just hit the "smooth" and called it done. Also, the loops in the face do not follow face muscle direction and you've got too many redundant polys that are not defining shape.
It's strange to me because your 2d work is very excellent. You've got some amazing talent with form and anatomy. Usually, that knowledge translates into 3d pretty smoothly so it seems so different from your 3d work.
Hope I wasn't too harsh..
-pod
:)
saygt
12-29-2005, 10:14 AM
I was surprised to see the reel after reading the not-so-positive comments about it. sure, there are problems with the topology, but i dont think the actual proportion/form of the female is a flaw. It kind of bothers me that whenever people model/draw humans that aren't perfectly figured/proportioned, according to the universally pleasing human body, it is pointed out as a flaw. Needless to say, we rarely see people with such perfect bodies, once we step out of our imagination and into the real world. I think there's a difference between someone who understands the human figure and anatomy very well, and knows how the body can vary in proportion naturally, versus someone who doesn't understand it, and the disproportion occurs from lack of knowledge and sense. Her existence is more convincing to me than one of the generically attractive female characters, the fact that she doesn't look like another perfect female model, subconsciously or not, makes me question why she looks different. and where there's a question, there's an interest, which is what every piece of art hungers for. with that said, i think you have a nice reel here, but like mentioned, you should fix the problem with the topology, because it would be a big shame if people fail to see your creative strength due to something like edge loops, which is something you can learn in a day.
jussing
12-29-2005, 11:48 AM
WTF, why did people give this only 2 starts?
The texturing and materials are top notch! :thumbsup:
The girl, it's Natalie Portman from Vendetta, right?
The only thing that stood out to me, was the girl's pants climb too far up her buttcrack. ;)
Cheers,
- jonas
jussing
12-29-2005, 11:51 AM
Oh, and the guy holding the gun is awesome! Super detailed modelling and great shader work, there!
Guess people are afraid of different work, maybe we should only do elf-babes in bikini armor, and killer mech robots like everyone else...
- Jonas
the_podman
12-29-2005, 10:50 PM
My comments had nothing to do with his "design". I tend not to comment on aesthetic appeal since the topic is so subjective.
It's more to do with character "balance". Even a ordinary, non stylized character like Alex from Half-Life 2 is proportional to her head size and artist-established "canon". Even Donatello and Michelangelo's sculpture's have it.
Specific example: The male character you've got in there wearing the overalls... His crotch-line is so low on his body that if you were to draw a line across it, you'll notice that the distance of the upper half of his body is vastly greater that the lower half. I don't know anyone with these kind of proportions. His buttocks area should be raised a great deal. It has nothing to do with bad "design". In fact, is has a lot to do with "your" design that you've already establised in the upper half of the body. Think about it.. The relationship of the arms and head is not consistent with the rest of the body.
Specific example 2: The creature holding the gun. You've already established the length of the hip-to-knee, but then the second half from the knee to foot is so short. It's a pretty clear issue.
-pod
:)
helicopterr
12-30-2005, 02:53 AM
Hey everybody thanks alot of your responses!
saygt and jussing - hey thanks alot for the encouragement!. I am glad you guys liked the character designs! I will also address the topology in my future work.
the_podman - thanks for the critique and I will work on my anatomy and my topology.
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