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#1 |
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Main Character for Game
I just finished the main character for a game i am working on that is very similar to diablo. It almost is diablo actually. Anyways the character is 1100 polys and i want to know what you think of him, sorry i didnt post a wireframe.
The video is here its about 800k : Video Also, if anyone has a good tutorial on texturing him send it please. |
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#2 |
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Here is another character i did today, about 1100 polys again, i know i need work on the hands and boots, im proabably going to redo them.
Otherwise how does it look ? . . . |
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#3 |
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#2
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#4 |
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Crack Addict
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his hips seem to stick out to much
his head is to small im proportion to the rest of the body. |
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#5 |
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Registered User
Join Date: Feb 2003
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i think he looks fine, rock solid dude
Maybe he's not meant to be the perfect male form, ever think of that SniperMaster? LOLGet texturing there, tdawg.
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next time you can't be bothered with life remember how long you'll be dead |
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#6 |
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Registered User
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thanks, yea im working on that texturing.
Now i need another opinion, i made three versions of the first character, one is about 1100 polys thenthe second is 600 something then 3rd is 400 something, here is a video showing the three. . . which do you think i should use if this is the main character for a game? Here is the Video |
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#7 |
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Guest
Posts: n/a
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Hmm, I have to say I agree with snipermaster. The proportions do look off. If he's not meant to be average human proportions then he might look fine once textured, but if you were showing this to a prospective employer the first thing they'd mention is the proportions. If you are going to do a character that's not human proportions, it's best to go all the way, i.e. obviously cartoony so there's no doubt either way.
Second, you could have made better use of some of the polys - quake 3 characters (the stock in-game ones,) are around 1000 polys, but they have more detail in the faces. First thing to do with realtime modelling is make sure the joints have enough polys to deform well during animation, then get the flow right to depict muscle groups & the face - whatever of your budget is left goes towards details like a pack or belt or whatever. You need to make sure every edge is turned correctly - I see a lot of edges that could be turned. The way an edge (generally diagonal edges on quads,) is turned is the difference between whether something looks convex or concave & that can be an important thing. The feet look odd too - they seem to bend in in the middle & they are extremely flat near the toe end. Sorry - I don't mean to discourage you, rather the opposite, but if this was my model, I'd do a lot more work on it before taking it to the texturing stage. If you wanted further crits, posting any concept art you have as well as a wireframe might help. |
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#8 |
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Registered User
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he is meant to be deformed, buti agree i have work to go on him with turning, feet, hands, face, and poly reduction, thanks for the advice
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#9 |
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Join Date: May 2003
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Main Character for Game ....LMAO.....
You are jokeing right MAIN CHARACTER ,Now thats a joke in its self..All I can say m8 is dont give up the day job...LOL... |
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#10 |
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Guest
Posts: n/a
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Mastering 3D - if you're going to participate on the boards, try to be helpful. Read my previous post in this thread. Now read yours. Notice a difference? We encourage constructive criticism & what you said was neither constructive nor helpful. If you wish to point out something that you think is lacking on a model, by all means do so, but in a reasonable manner & also try to think of something positive to say. Comments like the one you made help no one & just come off as immature. How is the guy supposed to improve if you don't give him the benefit of your insight?
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#11 |
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Join Date: May 2003
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@Mike-3DT...
OK your 100% right in saying that ...And I have to say sorry for saying that..That was very bad of me ..Well all I was trying to say is that if the guy is going to be useing this model as the main character well its not going to be much of game...And if he is making games for a company some where I would like to know where that is ..Because there is some thing wrong ... But as for help well I have a tutorial that would help this guy in makeing a better looking model if that is what he would like to do learn more ,It was a tutorial that I was working on for some time now that I was going to sell on dvd ..But now I would like to give it away,As that is the Kind of guy that I am , I like to help others out ,But the Problem being is that the file size is very BIG... But to help more on the subject.. what is the model going to be a man ..If it is a man then look for some human Anatomy on the net or get your self some books on it..That is your best bet ..And its a very good place to start before modeling any thing that is human...I found that out along time ago... This is one if the best books out there ((( HUMAN ANATOMY FOR ARTIST )))...((( ISBN 0-19-505206-4 ))).. or try this book ((( MODELING A CHARACTER IN 3DS MAX )))... (( ISBN 1-55622-815-5 ))).. |
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#12 |
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Registered User
Join Date: May 2003
Location: Cleveland, Ohio
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Hmmm, I dunno. If it is going to be like Diablo, I would assume that this guy is going to be VERY small on the screen, so the adding alot of details may be pointless. Depending on the texture you give it, this may actually work.
My only real crit with it is that the hands seem to be on the wrong arms. In other words, the thumbs should be on the opposite side of the hands. Ok, I think I just confused myself... ![]() |
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#13 |
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Registered User
Join Date: May 2003
Location: Cleveland, Ohio
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Oops! I stand corrected, on a closer look at the first image, the palms appear to be facing forward, so it is correct.
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#14 |
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Modeler/ Animator
Join Date: Oct 2002
Location: Canada
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tdawg217 - So far you off to a good start. The proportions are a bit off but by the looks of it you do have very good 3D skills. The on thing that will help you is haveing a good reference?? Most 3D artists will agree if you do not have referance pictures you might as well be building the model blindfolded.
One other thing is and Mike-3DT has said this is you do need to make better use of your polys. looking forward to seeing your updates.
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"There are no stupid questions Only stupid people" |
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#15 |
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Crack Addict
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mastering 3d>our second post wasnt any better.
I know, show us some of YOUR work. shift>Why is he deformed or something :P Anyway once again, good model, apart form ur vids dont work for me :S |
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