View Full Version : Low-poly peasant
NicoDN 10-07-2003, 01:55 PM Hi, this is a character I'm working on. Just a simple peasant, a basic character for our demo. He owns 4 300 faces, modeled with 3DSMax.
http://artists.hebus.com/walls/031007135337.jpg
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Supervlieg
10-07-2003, 03:22 PM
Its a good start, although some points need tweaking. I dont know if you wanted some feedback but here's some anyway :)
>>the overall poly distribution is relatively weak. There is way too much detail in the face and way too little in the torso
>>the area around his mouth/mustache needs more work. The whole area is a bit messy. You could lose a lot of poly's in that area. you could also take out a lot of polys out of his ear.
>>Use the polys you save in the face to round out his shoulders. they could do with more polys for shape and also for animation purposes.
>>His feet need more shape. It doesnt look like he could really stand firmly on the feet he's got now.
>>His torso needs more shape, its a bit blocky.
Good luck. Hope this helps you out a bit. Keep it going!
Prs-Phil
10-07-2003, 06:24 PM
lol, why do I even post, you get all the points anyway :)
Well, I just want to say I like the way the pesant is going.
it's got a lot of potential, here are some things I would change...
You have some n-gons (polys with more than 4 side), get rid of them.
The fingers need to be re-proportioned, look at your own hand.
pay attention to your smoothing groups, those ugly wierd shading artifacts will go away and your model will look 10x better.
Get rid of that ridge thing around the elbows. Do you have a ring around your elbow?
Remember, there's nothing wrong with using your own body as a reference, at least for basic things like hands and elbows :)
those are my main concerns (that havent already been mentioned by supervlieg)
you've got a great start, keep updating :)
NicoDN
10-07-2003, 10:58 PM
Hi, CGTalkers. Thanks for yours crits. As you say Supervlied, I have re-built the area around the mouth and the shoulders.
The polygone counter has down at 4 100, and I've made a first render with real-time shader and test maps.http://artists.hebus.com/walls/031007231133.jpg
bigbad
10-07-2003, 11:05 PM
Work more on the figure. The dude looks like a lady.
Optigon-cg
10-08-2003, 08:05 AM
Reference, reference, reference. You can never have too much of it.
NicoDN
10-08-2003, 04:31 PM
Hi, and thanks for your crits. As you can see, I've worked again on the face and the feet.
Your right for the elbow Ferg, I hope the model is better on this point now, but for the hand, I don't see the problem ( ?? ). I've yet used my own hand to the proportions and I don't think I'm warped ;)
The model weigh is 4 144 faces, and I'm using test maps for the moment.
http://artists.hebus.com/walls/031008164238.jpg
Supervlieg
10-08-2003, 05:01 PM
Its looking better allready. Some things still need some work.
>>You should try shaping his neck. Use reference pics to see how the neck connects to the head and torso.
>>I just noticed his forehead seems to high. To solve this you could lower his head and top of his hair. Remember that the eyes are slightly above the middle of the head.
>>His feet still seem lumpy, try giving them a more exagurated shape.
>>The overall shape of the hands is fine, it just seems like the palm of his hands is too long, or his fingers too short.
RmachucaA
10-08-2003, 07:19 PM
The peasant really lacks character. And i dont understand why, but the sight of him really annoys me.
he looks like an overgrown choir boy.
Optigon-cg
10-08-2003, 07:42 PM
The peasant really lacks character. And i dont understand why, but the sight of him really annoys me.
he looks like an overgrown choir boy.
It's not a bad model. Beleive me, I've see alot worse. These skills take alot of time to develop. You will learn more and more with each model you make. I don't suggest that you spend too much time, like the rest of the year on this piece. Just make sure that you learn something from this experience and your next attempt should show improvement.
I don't know your educational background, but I suggest some figure drawing classes. This should help you immensly with the human form. I'm a firm believer that one should posses decent drawing skills first since this develops your sense of volume, shape, negative space, etc.
When I first started with 3d modeling, I thought my stuff was really good and became surprised when someone critisised it. As my skills improved, I looked back at my older work and it was much easier to understand where I went wrong. Its all about each and every experience. You'll grow without reailzing it.
RmachucaA
10-08-2003, 07:56 PM
Option-CG is totally correct, i was involved in a lot of human anatomy classes, drawing live models (why did she have to be so old and saggy, yuk!), and i must say it did help a lot.
Unfortunately i dont like doing characters, i dont konw why. I know im not too bad character modelling, its just that i have no interest in doing them :-P
Back on Topic, i just realized that you need to give him more manly features, a stronger jaw line, a more defined chest, stronger arms, remember peasants had to do all the grunt work, so they should be buffier then usual.
OT: my 300th post!
NicoDN
10-08-2003, 08:06 PM
Thanks to you Optigon. It's effectively one of my first low-poly character, and done in 3 or 4 hours in more. I think I have problems with proportions, but the lack of time not permit me to spare time on drawing sketches ( excuse my bad enghish, I'm french ).
Hi Supervlieg, I'm happy to see that my update looks cool. Your councils are right, I hope see you again.
Thanks to you to RmachucaA bad modeler, your crit ( can I really call that a crit ? ) is very interesting and constructive. Sorry to have annoy you, I think you can find more interesting things for you on this link :
http://www.sexefantaisie.com/promo/002/?id=9932242
NicoDN
10-08-2003, 08:07 PM
Sorry for the last RmachucaA, I haven't see your 300th reply.
NicoDN
10-16-2003, 03:17 PM
Hi, some progression in the character, I hope, with more shaped chest, hand, neck and feet re-proportionned and textures more worked.
http://artists.hebus.com/walls/031016153259.jpg
JDinges
10-16-2003, 03:41 PM
In terms of showing him off, you may want to kill your lights in the scene and just bump up the self illumination of the shader. It's a bit deceiving to have 3 point lighting on a low poly model. Atleast in the WIP stages. Of course you may not even have any lights in the scene and my eyes are tricking me, if so then just ignore my above comments :)
And you may want to try putting him on a grey background, it'll help us see the final character better.
Oh yeah, and his grey-white shoes look like sneakers. Maybe make them more brown?
Otherwise it's comming along nicely!
Supervlieg
10-16-2003, 03:43 PM
This looks better, but we need a brighter picture. A few points need tweaking.
>>He seems to have a gap on his chest where the muscles meet. This should not be so deep.
>>His feet should be bigger. Its hard to see how you reshaped them because of the dark picture.
>>His neck needs to be a bit thicker.
>>You might work on the texture a bit more. It looks very mirrored. Especially the shirt he's wearing. Perhaps if you fix the uvw distortion this will be better.
NicoDN
12-04-2003, 09:28 PM
After long time, this is the final character, always unrigged :
http://nicodn.fin-igs.com/paysan.jpg
Thanks for comments !
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