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medula
01-10-2003, 09:21 PM
This figure is for a game I'm working on. I can show it to you because I consider it a template. It doesn't look anything like the final will.

I just want to get feedback on this in terms of simplicity.

The intention was to create a figure that was simple (in terms of geometry) so I could quickly convert it to a heroic look or something else.

This is the second figure I have ever built and yes, it's from scratch.

http://tyler.ambrosiasw.com/~marcus/images/screenshots/Character_template4.jpg

kiwi
01-10-2003, 09:49 PM
That looks pretty good Medula :thumbsup:



Maybe modelled hands would be a good addition for a template,but then again your way you can go Male or Female with the shape and size etc,and the same with the legs as well,which would have been my next crit,but the same applies here as well :) ...good idea.



Ps do I call you Medula,or Mr Oblongata :) j/k



Stu.

pit
01-10-2003, 09:56 PM
Sorry to say, but this model is in a way too early stage to crit! (One obvious thing: The legs seem to short.)
And - well - it´s not simple in terms of geometry, when you put in an Hypernurb object!:shrug: Would be much to heavy(polygonwise) for a game char - I´d suggest you visit the game forum or visit http://www.planetquake.com/polycount/
for tips on modeling for games.
Could you post a lowpoly shot? What´s the polycount of the non subdivided mesh? Hope I´m not being to harsh here.
Cheers.

AdamT
01-10-2003, 10:44 PM
I think the basic shape is pretty good, but would like to see a wire shot. The belly button looks a fair bit too high, if that depression below the sternum is the bb (if it isn't, what is it?). Otherwise, if this is to be boned/animated, you probably want to have the legs spread a bit more, the knees slightly bent, and the arms a little closer to the sides and with elbows slightly bent. That'll make it much easier to bone.

medula
01-10-2003, 10:46 PM
Pit - sorry I din't make it clear. This is not going to be poly based game (ie - quake, halo, half-life). I will be doing sprites (animation strip). I'm using the figure as a TEMPLATE to create other chracters off of.

The legs might look short do to the perspective.

--

Kiwi - Yes, the plan is to keep the digits off (fingers and toes) so I can create as many digits as I want at a moments notice or just turn it into a gun or what-ever.

None of that Mr. to me please! Marcus will do fine. :)

pit
01-11-2003, 08:16 AM
Ok - now I got it. :)
Some remarks:
The area between head and shoulders seem very flat. The hands and feet need more volume.
Be sure to show some of the finished sprites!
Cya

medula
01-11-2003, 12:37 PM
AdamT - Yes that does look like his belly button! :) I didn't give him a belly button actually (for simples sake). I will fix that area though.

I will also move the appendages so I can bone him for animation. Why does it make boning easier? Less pinching or something else?

Pit - agreed, I will attend to that! Ya the hand and feet do need some more tweaking, ooops! :)

Adam, Kiwi and Pit - Thanks for your input thus far I really appreciate it! :bounce:

AdamT
01-11-2003, 01:38 PM
It makes boning easier for several reasons. First, it's a lot easier to assign weight maps if you don't have to worry about accidentally selecting vertices on the opposing leg.

As far as relaxing the pose, it improves deformation to have the neutral pose closer to a normal stance. Figure that any time you move the bones from the fixed position you are distorting the mesh in a way that's not 100% optimal, so it's best not to have to do an extreme deform just to get the character in a normal position. I'm also told it helps to avoid gimbal lock if the limbs are a little bent, but the technical reasons for that are a bit beyond me.

medula
01-11-2003, 02:10 PM
AdamT,

Thanks a lot for explaining that to me. I appreciate it mucho! :)

medula
01-13-2003, 05:28 PM
Here's an update with the suggested changes:

Tell me if you feel something still needs some tweaking. The hands and feet need to be left as blanks so I change them out. This is a template after all.

http://tyler.ambrosiasw.com/~marcus/images/screenshots/Character5a.jpg

http://tyler.ambrosiasw.com/~marcus/images/screenshots/Character5b.jpg

http://tyler.ambrosiasw.com/~marcus/images/screenshots/Character5c.jpg

TigerCGI
01-14-2003, 12:19 AM
Looks good Marcus...I definitely like the changes you made. I still think there needs to be more of a tendon from the chest muscle over the top of the shoulder. It still seems a bit concave in that area to me. The pectoral muscle on most people forms the front part of the armpit. Improvements to the back look good, shoulders seem to be more accurate. I think you've pretty much nailed proportions as far as the leg bones go, I thought they might still be a bit on the short side, but they look good from the various angles. Overall I think you are in good shape.

-Greg

bobzilla
01-14-2003, 05:15 PM
I think it looks great! Maybe a little late for this, nut since it's a template...when modeling in Cinema, I found two things that save many headaches. One, work with a symmetry object. Especially for a figure like that. and, two, save selection sets after you've finished a part. Arm...save its selection. Leg...save its selection. Makes boning and especially texturing so much easier.

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