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megadeth123
08-12-2003, 03:16 AM
I'm starting to make models for my demo reel, just wondering if anyone had any suggestions before I begin texturing.

http://home.cfl.rr.com/dcoulson/Boss1.jpg

http://home.cfl.rr.com/dcoulson/Boss2.jpg

http://home.cfl.rr.com/dcoulson/Boss3.jpg

megadeth123
08-12-2003, 03:17 AM
Here are some more pics

http://home.cfl.rr.com/dcoulson/Bosscloak.jpg

http://home.cfl.rr.com/dcoulson/Bosswire1.jpg

http://home.cfl.rr.com/dcoulson/Bosswire2.jpg

oXYnary
08-12-2003, 08:18 AM
can I be honest? Well I guess im going to have to be.. Are you after a modeling or texturing position?

See, though you are showing some real creativity in the character, he looks very, very stylized. So unless the project or job you are seeking are after a such a viewpoint (I wish more were-1 thing that the game industry today is lacking is original thought), you need to get some reference images for a more realistically proportioned character.

However! If your concepts reflect this (you will show your concepts right? They will want to see how closely you can follow guidelines in the modeling), then your doing fine.

Now, what I can say without you referencing some anatomy:
The head shape needs to be more rounded, and the eyes are usually right in the middle. Some of the hair detail can be done with planes and alpha channels.

The chest doesnt have enough definition, and his abdomen is too tubular. The back curves in slightly in the middle.

His feet need a slower curve on the foot top. Right now they look like clown floppy boots because they are so flat.

It you can find some figure drawing sessions around where you are, these will be a great help! Above all.. don't give up. The fact that you even are sharing this shows your moving in the right direction. :wavey:

Supervlieg
08-12-2003, 08:20 AM
It's a good start, but you need some work on the proprotions.

His arms are a bit too long, so are his upper legs. I Also think his feet might be a bit too small. I think his torso might need some tweaks too. But I can't really put my finger on it. Try some reference pictures

Prs-Phil
08-12-2003, 10:16 AM
oXYnary hit the spot ... but donīt give up :)

yowchuan
08-12-2003, 11:51 AM
Yup, probably show us some concept sketches or designs. That will give a good idea on where you might be heading.

Good effort! Keep it up!:)

megadeth123
08-12-2003, 01:54 PM
First of all thanks alot for the replys, all of your critiques are greatly appreciated. Secondly, I am going for a more stylized look. Here are some concept drawings I made so this should give you more of an idea of what I'm going for. Thanks again.
Keep em coming I need all the help I can get.

http://home.cfl.rr.com/dcoulson/Bossconcept.jpg

http://home.cfl.rr.com/dcoulson/Bossconcept2.jpg

megadeth123
08-12-2003, 01:59 PM
He's 1510 poly's around 2700 Tri's.

Jboy
08-13-2003, 07:04 AM
I think you need to spend some more time detailing your model before you texture it. I don't mean adding polygons, either. Actually subtracting them. You have places all over your model (cheek area, along arms and legs, 3 lines very close together down the abdomen) where there are divisions that aren't describing the form very well. you need to concentrate on placing your edges effectively. If you look at it in silhouette and there's a division but the sil. is straight, then that's an unneeded edge.

you could probably take out about 5 edge loops in the arm and 3 in the leg and the model would look the same when rendered. That's bad.

also, in the shoulder and neck area I think you should define the form better. There are no clavicles. The shoulder muscles aren't defined. You don't always have to use quads in game models, and in fact most times you shouldn't because it's wasteful(something I wish I would have learned earlier on).

study your anatomy and keep at it.

Jboy
08-13-2003, 07:06 AM
oh i forgot i was gonna give you this

http://www.3dtotal.com/team/Tutorials/benmathis/benmathis_1.asp

a link to a GREAT modelling tutorial, showing the things I was talking about.

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