View Full Version : Character Model: Character WIP
04 April 2004, 08:19 PM
This is a model I'm making for my portfolio. Please critique. My main concerns are proportion and design flaws.
They will be greatly appreciated. 3ds Max.
Current Polycount:3162 tris
side view (http://img57.photobucket.com/albums/v173/hieiluvr/side.jpg)
front view (http://img57.photobucket.com/albums/v173/hieiluvr/front.jpg)
back view (http://img57.photobucket.com/albums/v173/hieiluvr/back.jpg)
shaded view (http://img57.photobucket.com/albums/v173/hieiluvr/lighted.jpg)
04 April 2004, 02:56 PM
Wow. No crits? Is it THAT awful?
04 April 2004, 12:46 AM
Well I do not really feel qualified to give you a proper critique but I will say that I do not see why your poly count is that high. It does not appear to me that there are that many tris.
The design seems kind of run of the mill fantasy stuff, but that is REALLY hard to say for sure without the textures. Please I hope I do not offend by that, that is certainly not my intention.
Proportion looks good so far as I can tell.
Cage seems pretty nice and clean and well constructed, no wasted edges and what not.
All in all it looks liek a good model.. I have certainly seem people here rave over much less.
Good luck and I look forward to seeing more from you. :D
04 April 2004, 12:55 AM
thats a hell'uva lot of tri's for the final product! look at all those leg loops and they form a striaght line! if u want the loops use them or remove them! Go thru ure model and try and use the polys to define shapes at the moment they seem to be used because u think they should be there.
The designs ok nothing special funk it up add more shape and maybe ull have a nicer design
04 April 2004, 07:35 PM
Thank you both very much. I never thought I was using too many. I'm going to try to lower that count. Thanks again.
04 April 2004, 03:09 PM
You are on the right track, it is just the polgon count that needs to be reduced, but that is not a big problem.
When doing low poly stuff, you "subdivide" the mesh where you add detail or where you mesh needs to be flexible in order to animate.
A good example showing you where to optimize, is the forearms.
I would probably remove the 3 edge lines in the middle all together, or just collapse them into 1 line.
Trousers could do with some optimization too. For eksample the second row of edges from the bottom is not of any use when it comes to adding detail or making the mesh deform better during animation.
The head looks quite poly heavy too.
I hope this is usefull.
04 April 2004, 03:19 PM
nice looking model so far :D . Keep us updated :)
01 January 2006, 03:00 AM
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