View Full Version : weeeeeee... input please!
10 October 2005, 10:32 PM
im currently working on Chronicles of Dust ... a game project of the TGFX-Crew (http://www.tgfxcrew.com/menu.html)
please give me some input on how to improve my modelling/texture painting. thank you.
orthogonal concept drawings (done by me)
and my model/texture
please gimme all you got, as harsh as it may be... i need to imrove! thanks and cheers.
 the eye area is messy and im sure there are a lot of polys wasted there... please tell me how to fix those problems, if you know :). thank you.
10 October 2005, 10:37 PM
i love it!
i love the texture heaps :love:
do you need that much detail above the eyes? where you have like 3 or 4 edges merging above the eye?
10 October 2005, 11:35 PM
Nice work I really like it. Very good use of polys for laying out the model.
It's difficult to really tell for sure without hair or eyebrows, but the eye area doesn't seem as scrunched up as the drawing. If you want to animate in the expression later this is fine, but if you're trying to mach the drawing i'd look at that area some.
Also the chin and lower jaw area seems off. the chin seems much bigger and more protuberant than in the drawing and it gives him more of a hero chin than the one in the drawing. Also the drawing hints at a lot of tight muscles around the mouth and chin but those don't show in the model.
That said, really nice work the texture brings a lot of detail into a really clean minimal model.
10 October 2005, 02:49 AM
Also the chin and lower jaw area seems off. the chin seems much bigger and more protuberant than in the drawing and it gives him more of a hero chin than the one in the drawing. Yeah I agree. The width isn't too bad, but it does seem to protrude considerably further than the concept. Nice work.
10 October 2005, 05:12 AM
Very nice drawing! As far as the texture I should be asking you for tips. However on the mesh I thought I could say a few things. Its best that you learn now to start making sure that all you models use quads and no triangles. You need to consider the edgeloops if you intend to ever animate this face. I notice that above the eyes and below the lower corners of the mouth your loops all converge to what are known as "poles" which is bad if you were to subdivide the mesh for hipoly/animation. If you instead let the loop continue around the mesh you will be able to animate this successfully and probably spend less time messing with the uvs. Go ahead and add the extra geometry, computers today can handle it and the topology will look more professional. Please excuse the horrible sketch I have done over your work to explain my point.
10 October 2005, 06:21 AM
I like it so far, keep up the good work. Like to see more.
10 October 2005, 07:43 AM
I checked out the TGFX site. Pretty ambitious project you guys got going there.. to say the least!! An independently funded XBOX 360 game?!? Man, you guys got your work cut out for you.
I like the progress of your model so far. Helps to have clear concept art which you've executed quite well. I agree about being liberal with the polys. It's on the Xbox 360 after all. ;) Don't have to get too heavy with them to get good facial deformation.
10 October 2005, 11:01 PM
I'd have to disagree with polywrangler a bit - Your geometry is fine for a low-poly face as long as it's not gonna be animated much. Even simple animation would be possible with that mesh (it wouldn't be very expressive, but you could do a bit). If it's gonna be totally static, then your mesh is perfectly fine. It's fantastic texture work with very nicely optimized geometry.
Believe me - I'm working on a PSP game right now and we don't even get THAT much geometry to work with in the faces - and we DO have to have animation and lip sync o_O You imagine trying to animate a mouth that has only 8 sides around it. Not an easy task.
You're geometry is great - the shape and 3-dimentionality of the face is pulled of really well, and the fantastic texture works great.
10 October 2005, 12:12 AM
Yeah, don't get me wrong. I'm a HUGE fan of low-res poly work. I've never liked normal mapping that much and hearing comments like painted texture sheets going "out of style" makes me shudder.
Stuff on the PSP impresses me a great deal, but the reason why we suggested the extra faces is because this particular project is aimed at the XBOX 360, not even XBOX. That's why I thought the project was pretty ambitious. The amount of time and manpower(and woman power too) to create these assests will be a very tall order.
Do you know the bone/joint count on the character models? This will have a huge difference on how you model the face. Depending on the range of facial animation, you would add polys to suit the bone count.
10 October 2005, 03:49 AM
Didn't see anything in his post about xbox360 - just about a concern for wasted polys around the eyes.
If you've got polys to spare, use them. If you're gonna be animating the guys face, definitely add more detail (and if the mouth ever needs to open, you'd definitely need to add more in there so that it actually could).
But if the face doesn't really animate, and you are counting polys, then this is fine as is. No need to excess if you don't have the resources to spare for it.
10 October 2005, 05:05 AM
He put the hyperlink to the project details in the first post. Kinda hard to spot, but here's the link:
10 October 2005, 01:18 PM
thanks alot for your input guys. :love:
@ wacky ... no i dont need it ... i just had no clue yet how to fix it ;). ill keep trying though ^^.
@h2olt & sammyb ... yes youre totally right. i just took the liberty to overule my own concept while modelling. bad habbit :(. i did a new model though which is closer to the concept i think.
@ polywrangler... thank you alot man. heres the new model..
your overpaints are welcome any time :).
thanks @ komoo
@podman and athey... thanks for your inputs. i think the new model is better to add details, what do you think? (^)
and now to something completely different...
i started this yesterday for the cgchat challenge #30...
shes at 830 tris now with some room for optimization i think. all crits are highly appreciated as allways! :)
i like how her boobs and hip came out ^^
11 November 2005, 03:28 AM
i think the face is almost done...
460 tris without eyes
11 November 2005, 08:47 PM
His looks like Vegeta's from DBZ, also looks my hair but bigger. Lovin it :)
11 November 2005, 03:27 AM
thank you :)
i started texturing it today...
a texture detail at 100%
11 November 2005, 09:13 PM
Wow Sone The character is looking very good. Keep up the good work man.
11 November 2005, 11:49 AM
thats bloody loverly, i like your "painted" style of texturing, especially in earlier pics he looked kind of stone like. like a massive easter island obelisk or sommit,
nice to see it back again had forgotten about it.
mmmm bottom lip look s a little odd
11 November 2005, 11:49 AM
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