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tims3d
01-06-2006, 09:14 AM
This character is inspired by the Resident evil series and might be used in www.nosferatuthegame.com (http://www.nosferatuthegame.com/) as a human character. Any c&c will be greatly appreciated.

Thank you.

http://tyscg.com/images/police.jpg

http://www.tyscg.com/images/closeup.jpg

high res version (http://tyscg.com/images/policehires.jpg)

Digitalwerk
01-06-2006, 01:54 PM
hi!
looks very good so far, but i think the head is a litle bit to small.

L3p3r™
01-06-2006, 03:42 PM
i think his shoulders are a bit broad for the size of his arms, they just seem to come out too far

carakong
01-06-2006, 07:30 PM
hiya, looks great, the only crit i can think of is the otherside of the elbows, i have a problem with elbows too mate, my last model looked as if he had double jointed elbows! yours don't look half as bad as mine did! but yeh, just a little tweak would be way cool :thumbsup:
nice work!:)

tims3d
01-07-2006, 12:21 AM
for some reason I think the model looks better from the viewport so I did a print screen and decided to post them too, I guess I really need to work on my rendering skill. Anyway here it is:) oh and thanks for the feedback guys, please keep them coming.

http://tyscg.com/images/viewport.jpg

Hugh-Jass
01-07-2006, 12:28 AM
tone down the whites ofthe eyes...look at photo ref...eyes rarely actually appear visually that bright

the legs almnost seem bow-legged it might be a crossection thing I can't tell from the screenies

it might also help to look at your model without texture or even shading and study the silhouette for areas that seem "odd"..

can you post a edged face view ora wire? it's hard to tell where your polys are allocated and at first glance my guess would've been 2500tris

you've got some nice stuff going on but I definietly get that "something is off" feeling... I think a few hours of geo tweaking vert placement will pay off. Again study the silhouette look at your leg cross-section shapes and overall proprtions as a whole

Aggroblakh
01-07-2006, 06:34 AM
I would hardly call 4000 polys high res nowadays lol. But it looks good. Nothing really stands out as bad, although personally I wouldn't have the same wrist bands on both arms. A little bit of assymetry can actually add a lot to a character. BTW, it looks better in the viewport because Maya's default rendering light sucks. Try looking for some lighting tutorials to really help the model stand out when you render it out.

obelisk
01-07-2006, 07:24 AM
you've already got a bunch of good crits to work with (i agree with elbows, legs etc), but the first thing that struck me was that his eyes are too far up on his head. the human eyeline is precisely halfway from the top of the skull to the chin.

texturing looks pretty good, but (very small crit) the belt loops need a little more definition. at the moment they make it look like the harness is missing sections.

great work. keep it coming.

Cheers

-O

tims3d
01-08-2006, 09:53 AM
thanks for the help people, you guys really point out a lot of flaws that I didn't notice. I really appreciated it. Here is a shot of the character in wireframe as hugh_jass requested. Again thanks for viewing :)

http://tyscg.com/images/policewire.jpg

Hugh-Jass
01-09-2006, 03:24 AM
so for me personally I would take the character and pose the legs straight down side by side like a guy standing at attention...now examine the legs, the negative space around the knees /thighs....look at any real-life male wearing pants and compare...I think you are missing some mass right behind the inside of the knees and thighs...as I mentioned before...feels bowlegged to me... it may be because the inside rear ofthe trousers are cut in too much

do a google for and iraq images those BDUs (battle dress uniform I think is what it stands for) the army guys are wearing would have a similar "fit" and ythere is plenty of resource for that

looking at the wire..hands and head are feeling a little small to me...

while the eyeline being centered in the head is a good rule of thumb...by no means does every human follow that rule but again look at reference ...a lot of reference and just make sure you're happy with the result... there are tons of faces that break the rules but you should look at a broad sample and figure out what you are going for

I often uvmap a large box and flip all the normals and put the charaacter inside it then I map different ref images to the box to look at and compare in 3d app...also much more useful when you have actual concept or orthographic concept art to work from

tims3d
01-10-2006, 08:31 PM
so for me personally I would take the character and pose the legs straight down side by side like a guy standing at attention...now examine the legs, the negative space around the knees /thighs....look at any real-life male wearing pants and compare...I think you are missing some mass right behind the inside of the knees and thighs...as I mentioned before...feels bowlegged to me... it may be because the inside rear ofthe trousers are cut in too much

do a google for and iraq images those BDUs (battle dress uniform I think is what it stands for) the army guys are wearing would have a similar "fit" and ythere is plenty of resource for that

looking at the wire..hands and head are feeling a little small to me...

while the eyeline being centered in the head is a good rule of thumb...by no means does every human follow that rule but again look at reference ...a lot of reference and just make sure you're happy with the result... there are tons of faces that break the rules but you should look at a broad sample and figure out what you are going for

I often uvmap a large box and flip all the normals and put the charaacter inside it then I map different ref images to the box to look at and compare in 3d app...also much more useful when you have actual concept or orthographic concept art to work from

thank you, I will keep these ideas in mind :)

LOOM
01-11-2006, 07:48 AM
Hei there RE3456 , i am working for nosferatu at this present time.
I didnt know about this at all - but its a cool surprise!

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