View Full Version : character: skateboarder WIP
this is my first low poly character (cliche i know) but basically just a learning experience (also my first go at UVW unwrapping and texturing). finally hope to rig and animate him.
be cool to know what you think, still got quite a bit of work to do i know, but been working on it on my own for too long now and need some fresh eyes opinions.
not modelled on anyone in particular, but he's kinda come out very justin timberlakey, according to her indoors.
cheers
Tait
http://www.44t4.com/skaterwip44t4.jpg
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Optigon-cg
10-03-2003, 04:16 AM
Looks like you're gonna need more cuts at the knees if you wanna pose or animate him.
jacobt
10-03-2003, 05:57 AM
on the other hand there are too many loops around the elbow.
He looks too short to have facial hair, shrink the head and add some more muscles or lose the hair and add some pimples :D
The shoes look good, the rest of he texture could use more work, just go at it hard at it.
Originally posted by Optigon-cg
Looks like you're gonna need more cuts at the knees if you wanna pose or animate him.
just another loop or what? doing this by guess work mainly. are there any good references for modelling to animate?
jacobt: point taken, have only really spent time on head and shoes texture wise.
having probs with hands at the moment!!
cheers for the comments
RmachucaA
10-03-2003, 10:11 PM
are we going to see an animation with him braking his arm in 2? or his leg? or snaping his neck? you know, like real skateboarders.
Supervlieg
10-03-2003, 10:39 PM
Looks good, but it needs some more work. The mesh is nice and clean with good poly distribution. Not bad for a first low poly char.
>>His head seams to be too long. This is because of the lack of definition in the back of his head. He should have a dent where his neck ends and his skull starts. Now its too smooth a transition.
>>His neck is too long. This is fine if you meant him to bee cartoonish. If not shorten his neck and make it a bit more thick. It seems like his head could roll of his neck any moment.
>>I think on loop below or above his knee would help when animating. If it's above or below would depend on the rigging.
>>You could lose some polys at his stomach, they dont seem to matter much.
>>the skin texture needs a bit more variation. Its too pinkish overall.
>>Same for the pants and shirt. They could do with some more wrinkles and shadowing
>>His upper arms look much too tubular. They should have a bit more muscle definition to them.
>>Same goes for the area around his ankles. They are very tubular.
Maybe this helps you out a bit.
Fredragon
10-04-2003, 12:36 AM
Model:
The shape of the head looks really wierd, kind of baloon shaped. And the neck is either to long or to thin at the base, maybe this is what makes it look baloony. Maybe you want to get some reference material for this.
Also the legs and arms looks very straight and flat. Try to make the edges folow the muscles and you will get a much more realistic look. Agian, anatomic references could help.
Texture:
The skin color is to pink, try to de saturate it some and use a little more yellow/red tone instead of the blue/red one you are using now.
A nice touch would be to add some wrinkles to the shirt and shorts, but this of course takes a lot of practis.
I hope i havn't spoiled your motivation now, just put in some more work and im sure it will turn out just fine =]
spoiled my motivation? nope, cool to have some advice, like i said about the fresh eyes thing. i'm still learning about the whole unwrapping thing and i think i could do it better.
i'll go back and put more work into the mesh, want to animate him (maybe snapping off limbs thanks RmachucaA!) so if it needs it. maybe i'll give him a vest instead.
cheers
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