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arrangemonk
09-27-2006, 09:39 PM
hi there, this is a char that my brother made, he still needs some advice at meshloops and stuff, but damn, he is a badass texture artist. he asked me to post this here. enjoy and give him some crits for improvements ^^
http://arrangemonk1.ar.funpic.de/BERING/Presentationcomplete.jpg
http://arrangemonk1.ar.funpic.de/BERING/Presentationhead.jpg
http://arrangemonk1.ar.funpic.de/BERING/Presentationshort.jpg
http://arrangemonk1.ar.funpic.de/BERING/KLeidung.jpg
http://arrangemonk1.ar.funpic.de/BERING/Handdatail.jpg
http://arrangemonk1.ar.funpic.de/BERING/maps.jpg
rot vids
wirevid (http://arrangemonk1.ar.funpic.de/BERING/Bastscho2.exe)
texvid (http://arrangemonk1.ar.funpic.de/BERING/Bastscho.exe)

JimmyMac
09-27-2006, 10:43 PM
From these images, the proportions of the model look off. The arms are too short and the head looks too big. Could you possibly post some texture maps and wires? What is the poly count and how large are the texture maps? That kind of information is going to help out a lot more with critiques.

BananaSalat
09-28-2006, 08:03 PM
Hm at first ... I really think the model should be redone ... too much tris on the eye and many other problems.

The next thing is that the normalmap isnt really showing on the model.

The texure is good, but some more work on the folds and some overlays will help to make it even better.

Next time just use one 512x512 texture, you can get the same amount of detail in such a small texture sheet.

JimmyMac
09-28-2006, 09:27 PM
I agree with BananaSalat about the eye and brow area, there are way too many polys in there. Those could be redistributed elsewhere such as the bridge of the nose. The nose is too wide and triangular in my opinion. There seems to be a lot of geometry errors in the face and edges that just end. This is a tutorial from Ben Mathis that I found to be invaluable when I started to model heads: http://poopinmymouth.com/process/character_tutorial/character_process.htm. There are also some good body modeling techniques in there as well.

A lot of the wrinkles in the texture seem to be laying on UV errors. Where they look good on the map, they seem smooshed together and stretched when applied to the model. On the black coat, there's too much wrinkle action going on in the middle. Same appears to be true on the brown jacket. The folds and wrinkles look more like swirled liquid.

Were the maps painted at true resolution?

I think the textures especially show a lot of promise. In my honest opinion, the facial hair has got to go. It looks patchy and unkept.

Overall good work and keep at it! Hope this helps.

arrangemonk
09-29-2006, 09:15 AM
Hy here`s the moddler him selfe (i`m using the account of my brother) and i agree with you all. this was my first real project. the time bevore I just made fragments of buildings and failed in creating trees... but I see, I have to try harder, and it was a very stupid idea to start without a concept... I was so proud about this first "not-bad-loocking-moddel" that I made hundreds of clothes (trousers, Armour, the jackets, and so on... wrong way :hmm: ) but thank you, Iwill start again at once (with a concept)

arrangemonk
09-29-2006, 09:28 AM
one question to you, bevore i start moddeling again... iwant to make an Charakter with the option to change clothes or Armour by an manue (RPG-Charakter), would you overlay the clothes and delete the lower mesh or make an instant moddel for every situastion of dressing?
(its possible that someone wears the hearts-short wit an knigt-harnish... what shall I do?

benclark
09-29-2006, 11:21 AM
I think the face need some variation in tone, just now it just looks like varying levels of the same tone. Some reds, pinks and blues might help it loo a bit more natural

and is there really any need for the pants render? Just kidding

JimmyMac
09-29-2006, 03:48 PM
If it's something I've learned doing character models, concept is huge! Even if it's a couple of sketches to get the idea down, do it. Posting a concept also gives everyone a comparison for critique.

About changing clothes on a model, whatever you are not going to see does not need to be there. For example, say your character was wearing a sweater. There really would be no reason to still have his or her torso underneath. Any polys that you can't see will just take up system resources that could be used elsewhere.

exavi
09-29-2006, 06:22 PM
Depending on the distance of the camera from the character maybe will be better if he try to do the changes of clothes only in the texture and preserve the same model... or change the whole character model...

Anyways, he will need to improve that character mesh... specially the eyes area.

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09-29-2006, 06:22 PM
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