View Full Version : Character Portfolio

12 December 2007, 12:13 PM
Hey guys, I'm graduating from the Art Institute of Vancouver in a few months and I've decided to get a head start on my portfolio pieces. I've chosen to graduate as a character/prop artist which requires I build, texture and rig three varied characters. I'd love it if you could take a look at what I've got sofar and give me some tips to make my work better.

At this stage I only have 1 character on the go. The other two will be started soon. Hopefully ...

12 December 2007, 04:53 AM
Hey pang, what you have so far is a decent start. Are you going by any particular concept? My biggest piece of advice to you for a strong reel is to first, make sure you have strong concepts to go by and to make sure they are visually appealing. Ask your friends if they like them and listen to their feedback. Also, post your work in the WIP section of this forum (or any other modeling forum) and get as much feedback as possible.

Right now with this particular character, I'm not sure what you're going for but everything is looking good so far. The topology looks good on the head...the rest of it looks like you're still early into the modeling. Are you taking any of this into zbrush or mudbox?

01 January 2008, 09:19 AM
Hey, thanks for the reply. I guess I didn't exactly elaborate on what I was going for enough for you to give a proper critique. I've included some updated screenshots of the characters I'm making for my graduation reel. I'll explain my objectives for each character.

Realism is the style here (or as realistic as a demon barbarian can get, haha). Physical build is big but not exaggerated. Because I'm also using this piece to display my knowledge of anatomy, muscles have been modeled underneath the armor. Current polycount is sitting at around 13,000 including props, while the body alone is at 7000.

Because I'm trying to model in as much detail as possible with this piece, I have not set a poly limit for myself.

This is a 12-14 year old kid done in a more cartoony, exaggerated style. Hence the big shoes, biggish hands, smaller shoulders. Total polycount including props is 10,000 while the character alone is 6300.

I'm trying to keep the base mesh for this character under 7000 polys, not counting the props.

She is an unholy nun of a Satanic church. The style here is exaggerated realism. Really skinny, starving body, long bony fingers, knobby knees, yet posed in a seductive manner. Contradicts the nature of a true nun and to our perception of beauty. Of course, right now she's not rigged so she's in a blasphemously seductive T-pose, haha.

My main goal for her is to show off my familiarity with certain dynamics like gravity (chains), nCloth (dress), and fire dynamics (a part of pedestal). Because nCloth eats up polys, my polylimit is a little higher than I would otherwise set for my characters, sitting at 7500 - 8000. I estimate the entire scene including props to be around 15,000 polys.

So there they are, the 3 characters that make up my demo reel. More feedback and criticisms greatly appreciated!

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01 January 2008, 09:19 AM
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