View Full Version : Character: The Archer
09-16-2003, 08:27 PM
I would like to have some C&C on the anatomy and form of my latest project, The Archer (Heīll get some weapons and clothes once the basic shapes are ok). This is my first try with building an realistic human model and itīs been very inspiring to dive straight into the complex human anatomy. My first goal was to build and medium poly game model (whatever that is nowadays), but I soon decided to learn more about the human body and started to add polygons. The Archer has 7240 triangles so far.
Feel free to critize everything, including my use of polys. Iīm not completeky satisfied with the shape, but canīt really put my finger on the problems.
Maya 4.5 used for everything so far.
Thanks in advance
09-16-2003, 08:28 PM
Well there some few things that I have notice in your picture those are : The legs and hands specially thigh and shoulder should be proportionate with respect to your cheast and abs box.
And secondly you havent use polygons acqurately hence the curves (like the shape of butts, arms ) are not in proper shape; or it may be while rendering. And if you compare his feet you can observe his left foot is biger then right one, why dont you try mirroring.Maya must be having that option right. well thats all to say, looking for best.:wip:
09-18-2003, 09:47 AM
On the mouth area, you could probably stand some more loops around the mouth if you want clean deformations with blendshapes, additionally the string of polys that form his the crease off the flanks of his nose should probably start up around the side of the nostril, and loop down around where his chin would start. It will give you really nice cheek creases. Also, the way your forehead mesh loops around center looks a bit odd, and there is a wierd dent in his forehead as well that shouldn't be.
Keep at it, its getting there.
09-18-2003, 04:45 PM
Iīm still working on the proportions, thereīs a lot to improve. I do have questions for both cj21 and akkalis.
What do you mean with "havent use polygons acqurately hence the curves..". Could you please explain further.
Can you explain more about the problems with the "odd forehead mesh loops"
Just about to remove that weird dent, donīt really know why I havenīt taken care of it before.
Keep the tips coming and thanks for the help
09-18-2003, 07:06 PM
Umm, the weird forehead topology I am referring to, is really the wierd head topology. Where as most people crown the head at the back, or not at all, you've crowned it at the actual top. I can't really explain it, compare it to some other head topologies and you shoulds ee what I mean.
09-19-2003, 02:38 AM
This is certainly a decent start. Areas taht I think could do with improvement...
The legs need to be fattened up. The thighs and calves specifically. They seems a bit weak compared to the muscle deinition in his upper body.
I think the collar bone may be too high. It actually sits below the shoulder line, you seem to have it coming above it.
It could be good to offset the abdominal muscles. These are rarely symmetrical on well defined bodies. This is usually something I do at the final stage though, so you might want to wait till then.
Both the forearms and legs could do with more muscle definition. If you are just doing an anatomical study, then add the polys you need to get the right musculature. Get some good reference and start carving in the correct muscle groups. You've started doing it on the chest anyway. Don't stop there!!
Keep going, your getting there.:thumbsup:
09-19-2003, 01:38 PM
Hereīs the latest update, Iīve done a lot of tweaking but thereīs still a lot of things to improve. I will have to let it go this time and continue with the texturing and rigging since this is still just an school project.
I guess Iīll save some of tips for my next project, The nude beauty, the second half of mine "Men are from polygons, women are from Nurbs project"
See you next time and thanks
01-16-2006, 04:00 AM
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