View Full Version : Game Character Lizardo - LowPoly
PauGfx 06-11-2003, 04:29 PM Hello Everyone!
Just wanted to post my latest Game Character.
i Call him Lizardo, i made an misstake when i made
the UV mapp for the chest, so you can se some tearing on the chest.
653 Tri Polygons
512*512 TextureMapp.
Regards Pau
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Artician
06-12-2003, 01:24 AM
Heya. Looks pretty good. Here are some thoughts for you:
Model:
Your proportions seem off. I'm not entirely certain this isn't caused by the perspective you rendered it from, but it seems like a problem with the model.
The arms are much too long, while the legs seem much too short. The head looks a wee bit too small for his upper torso as well, but the black background and lighting make it difficult to see clearly.
Texture:
At the moment the character looks like a dried piece of meat or leather. The texture is pretty clean and crisp, but I can't really tell what he is supposed to feel like. Initially it looks like he has a body full of scars, and because of the lighting and background I am having a hard time making out the detail in his anatomy as far as muscle and skeletal structure go.
Break up various parts of his anatomy with different colors, like a lighter yellow for his neck and chest. Make certain different materials (like clothing) hold a different color or texture. At the moment he looks like he might be wearing a loin cloth with a skull design, but because it mostly uses the same earth tones as the rest of his body I can't tell where this garment begins and ends.
Lastly, show some different perspectives on this guy. Would love to see a back view, and wireframe shots would be really good as well. You might also think about rendering him over a white background instead of a black one, or at least put a backlight into the scene so we can get a sense of the contour of the model. It's really difficult to discern the details with this particular screen.
All in all it's nice to see a completed model. He is fully textured and the shot displays all the texture and polycount info that the viewer might want to know. That's something this board could use more of.
Keep it up! Can't wait to see more.
modeling-man
06-12-2003, 07:43 AM
"The arms are much too long, while the legs seem much too short. The head looks a wee bit too small for his upper torso as well, but the black background and lighting make it difficult to see clearly. "
Well for a human maybe the proportions are off, but for a mutant dried up lizardo I believe the proportions are allowed to bend the rules a bit.
B
JonasNoell
06-12-2003, 05:07 PM
Hello
Nice model you got there, are you working on some kind of game or what is this model for?
metal me solid
06-12-2003, 07:47 PM
ANT, where the hell u been!? O_o
i like the model, but as said before, the portitions are kinda off, can u pose it or something? maybe im wrong... most of the time, i am.. really....
Artician
06-12-2003, 10:47 PM
but for a mutant dried up lizardo
I totally agree! Please allow me to restate what I meant.
If your intending to create something with different proportions, or entirely different structure, your anatomy has to be correct. The anatomy of this model could use some more definition so it looks more natural. Just because you're creating a "monster" or "alien" model, doesn't mean you can throw anatomical structure out the window. There still needs to be some discipline in the way the muscles wrap around the skeleton to create a natural looking creature, no matter what it is.
Though I do throw back to my original statement that it's difficult to see it clearly do to the perspective, lighting and black background, it doesn't appear to be quite the right structure for something that would have shorter legs, lengthy arms and so on.
Looking forward to seeing more.
JonasNoell
06-12-2003, 10:55 PM
PauGfx: Can I see the texturemap? Because it looks rather great!
metal me solid: Hum well, busy with learning modelling myself. But still keep watching this board every day ;)
PauGfx
06-13-2003, 12:24 PM
Hi guys!
thanks for all the replys!
i am sitting and drinking wine right now! because its friday!
just want to say its so fun with the critques.
i dont have internet at home so i cant watch the post each day.
i have noticed that there is a big diffrence on some monitors.
on aw DELL 18inch tft screen lizardo appears to much "crispy"
i only have an 14 inch 7 years old monitor i am working on.
but i will change the texture map a bit and add some yellow to the
areas where need to be, and i will go home right away and fix a screenshot of the wireframe and the back of lizardo. i made a shield to him and i am working on the spear to him. and i will post the textures too. i made this character because i wanted to
make my own challenge and make a character with so small of amount of polygons and that should look as good as possible.
the most time i have put into this work is on the textures, a couple of hours about 20 i thinki think its so relaxing to paint textures in photoshop :-). i will make the "legs" a bit longer.
but i think the "arms" are okey on this one, i have made a skeleton and moved the arm and it looks good. why do i have a black background? i have this in mind when i drawed the textures, this character is based on a darker background that why :-) i dont modelled this character for any game "maybe my own, in the future" :-) but i will send him for a demo reel when im am 100% compled with him. i will post the rest of the material in a couple of hourse :-) and thanks all for the replys :-)
best regars Pau:hmm:
PauGfx
06-14-2003, 09:16 AM
WireFrame
PauGfx
06-14-2003, 09:20 AM
Made some changes to the texture made the
colors a little bit more sharp etc.
but the picture dont get its right "look" withe 20kb file limit upload.
/Pau
PauGfx
06-14-2003, 09:23 AM
and to the last the textures.
the textures are pretty much more good looking
in original filesize the 20kb/limit upload freaks it out a little.
/Pau
JonasNoell
06-14-2003, 10:04 AM
Great textures! Nice improve on the model!
Just for the book, you do this just for you own, for no game and no project? Hum, I personally always try to integrate my work into a useful project, because working on something for your own the whole time without any special reason can make you sometimes feel quite lonely. Well but perhaps it's just me :shrug:
PauGfx
06-15-2003, 07:47 PM
Hello cANT :-)
thanks for the comments about my modell and textures :-)
the problem is i am not working for any company right now
i dont know where to search for a JOB, dont know where
to find all those companys? i would like to work from home
any advice?
/Pau
modeling-man
06-16-2003, 05:14 AM
try signing up for a mod or something.
I know my team needs some help in the texturing/modeling dept;)
We're near completion on our first demo about 2 building textures, and then environmental stuff for our RTS/FPS game.
Its a free gig like most work-experience stuff, but will look great on the resume.
If you are looking to go pro though your portfolio should be pretty beefy, the kids that keep graduating are getting better and better so if you don't have any pro-work already in the portfolio a mod or experience-gig is best
hope this helps.
B
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