View Full Version : Dwarf game model
09-07-2006, 12:21 AM
This is my first real shot posting on here ... thought i'd make it a good one, I've been working on this dwarf here for about 8 hours.. give or take, and i was wondering if i could get some feedback on it.
Prespective view (http://www.freewebs.com/deepthoughts/dwarf%5Fperspec%5Fgame.jpg)
Front view (http://www.freewebs.com/deepthoughts/dwarf%5Ffront%5Fgame.jpg)
Model is 536 polys no head as of yet and i was making him with hopes of later texturing and animating him.
Thanks in advance for anyone who decides to critque.
09-07-2006, 01:00 AM
I always say "start with the head." Thats where the character stems and usually its a more organic way to begin a model. Starting with the body feels very mechanical to me. Furthermore, depending on what polycount you're shooting for you might want to define some of the shapes on the character. Keep posting :)
09-07-2006, 01:01 AM
modeling a dwarf is a good task. But unfortunately I have to say that there is a long way for you to go. Can you post a wireframe and more viewing angles of the character (front/side/top)? And well, if you have a reference sketch post this also. If not, get one - a reference is very important. The best references are done by yourself by the way - bacause this way you "pre think" the whole character before you start modeling. Get yourself some anatomy reference. Even a dwarf "works " within the borders of a believable anatomy...
I will give you more feedback after I have seen the wireframe. Keep on going.
09-07-2006, 09:08 AM
You could maybe take a closer look at the arms. In my opinion te wrist is to flat and maybe unbalanced in the forearm position. I mean, probably the upper part of the arms could be less bulky cause normaly when you get your arms in T position the flesh and muscles are a lot more noticeable on the lower part while the top of the arms stays flater because of the bone. Just a thought, keep on doing! :)
09-07-2006, 03:56 PM
Thanks to all the people who commented.. i will get some viewport grabs of the place indicated as well as some the i weren't sure were quite working
Junerahe i have heard that as well, but since i'm not that skilled of a modeler yet i decided to start the body first and work up to the conplexity of the head. Also i was intended this as a game model so as low poly as it can be, and i was expecting the head to be in the 70 - 150 poly range. That being said i might refine the body alittle bit more.
Espen i did have some reference material for this but used to only for the inital weight of the model, to try and get proportions correct in the viewport. If you want i'll post it alittle later as im just checking this on my lunch break
Danko good point i'll take another crack at the arms especially the forearm, looked at my model then looked at myself in the mirror in the same posistion and it should be flattened alittle
updates to come thanks for the advice
09-08-2006, 12:29 AM
You definitely need to beef up those hands/wrists. I think that a short, stocky, dwarf, would have big hands anyways. Plus the hands themselves are just way too flat. Add some mass to them.
Look at your own hands - they're much thicker at the base of your hand then they are where the fingers start. Especially the ball of the thumb. Just look at how much more mass you've got there! So beef up the hands.
And don't worry about not starting with the head. To each his own. I start with the feet. :P
A head would be nice to bring it together better for better crit. I usually get all the major masses (including the head) blocked out before I post for crit since it is a pretty important part of bringing the whole thing together.
And like the others said - wires! Very helpful to get an idea how your flowing things.
09-08-2006, 05:24 PM
ok, been quite busy with school lately (taking 3d animation :P) so i've not done a whole bunch... i tried beefing up the hands and i took some viewport grabs. low res so i dont kill the freewebs server i've got them on.
the back (http://www.freewebs.com/deepthoughts/back%5Fviewgrab%5Fdwarf.jpg)
the front stright on (http://www.freewebs.com/deepthoughts/front2%5Fviewgrab%5Fdwarf.jpg)
front from perspective highlighted wireframe (http://www.freewebs.com/deepthoughts/front%5Fviewgrab%5Fdwarf.jpg)
so hope those help in any future comments
09-08-2006, 05:25 PM
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