View Full Version : WIP: Arachnid Morph'd Man Low Poly
12-10-2006, 09:27 PM
Ok, so this is my first Full blown character model, have done hard modeling for couple years but. Im a student studying Game Art & Design. So I cam up with the idea for this character awhile back and doing a sketchup of him. This is for a class I am currently am in but I will be continuing to work on him for the next few months and hope to be animating him as well. At the moment im mostly done with modeling for now and am wanting to finish up the texturing. I hope to dive into Zbrush in the following few months and is make a High poly normal map or just do a 2nd high poly version of him, but first I should probally learn to use the prog eh? Im asking for C&C's mostly on the textures and painting at the moment but would love Critques on everything. I am not finishing painting the texture as I need to go back in and touch up the skin and face but, To me the upper body looks kindy of plan and was trying to figure out what else I could add to maybe bring some more appeal and detail to him.
3d Max 8
Painted in Photoshop.
Working rig, not skinned yet.
12-10-2006, 10:16 PM
as the first Full blown character model it's quite good :). you asked for C&C so I'll try to help you :)
Firstlly I think you should remove this muscles from his tummy :) you can paint this.(you even should! it's game art :) )
and hmm try to dodge and burn some bones (f.e. collarbone) and muscles on his skin
12-11-2006, 12:41 AM
Ok, thanks Dupikus . Ya I need to paint the muscle definition a little better make him look more cut.
More C&Cs wanted :)
12-11-2006, 02:46 AM
His legs have about a zillion polygons when you add them up together. I don't think those or his arm-leg-whatever things in his back need so many sides.
12-14-2006, 04:48 PM
Few texture updates and a posed shot of character using bones and skinning.
12-14-2006, 06:38 PM
good job for a 1st character, Whats really killing him is the texture and those modeled in abs. the texture seems to monotone in both the skin and green areas, what it really needs is more contrast. it will add a much needed depth to the texture. I agree with what others have said about the high poly ness of the legs. also the divisions around the outside edges of the sword seem hih too. you could probably only have 1-2 segments on that and use smothing groups to make it appear round.
12-14-2006, 10:50 PM
Agreed on the comments above, keep up the good work :)
12-14-2006, 11:05 PM
In my opinion, the spider part of the model looks kinda weird.
Just like a centaur, i would model the animalpart in the position the parts of the animals body are. (in your case the spiderbody would align horizontal and not vertical).
Another thing is the part were human and spider morphin into each other....his hips a far to wide (i guess your were looking for an athletic look of the whole model)
12-14-2006, 11:05 PM
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