GA Online Notification

Congratulations! You gained:
First Character -- Crits Welcome

Thread: First Character -- Crits Welcome

0
0
0
0
Results 1 to 7 of 7
  1. dudecles is offline
    Location: Washington, DC 20009
    Posts: 74

    First Character -- Crits Welcome

    Hello all.

    I'm currently taking classes for 3D (Maya), and am working on my first character.

    The texturing is getting closer to being finished so I figured it would be a good time to ask for crits, before going onto skinning. I haven't done a normal map for the head, and there are no maps other than Color, with the exception of a light bump on the body.











    Let me know what you think!

    Thanks,
    Reply With Quote Reply With Quote #1

  2. Valeoncat's Avatar
    Valeoncat is offline
    Posts: 41
    i like it nice texturing too. the only thing i see is if his neck is alittle short?
    Reply With Quote Reply With Quote #2

  3. dudecles is offline
    Location: Washington, DC 20009
    Posts: 74
    Thanks Valeoncat! I got sidetracked for awhile, but finally finished rigging him for a beauty shot:

    Reply With Quote Reply With Quote #3

  4. Ged's Avatar
    Ged is offline
    Location: Cheltenham
    Posts: 559
    good work, arms look a bit too high up on his body like hes hunching his shoulders or maybe his forearms are too short
    Reply With Quote Reply With Quote #4

  5. kageko's Avatar
    kageko is offline
    Location: Lund
    Posts: 163
    hey, nice character =) i def like the film noir kind of look to him tho u might want to make his neck a little longer as it looks like hes sort of shrugging atm. Also is that a lightbake in the texturing i see? =)
    Reply With Quote Reply With Quote #5

  6. zeus's Avatar
    zeus is offline
    Location: Cornwall
    Posts: 561
    looks good for a first character, very impressive. I think there's some serious optimization that is required for the face though, there are so many edge loops around the eyes that aren't really adding anything to defining that area. It also doesn't look like you have correct edge loops in place for articulating joints - noteably on the fingers which will likely result in collapsing mesh when they bend.

    www.poopinmymouth.com has some great tutorials for making good joints that deform well and is a great place to get valuable info.

    The modelling is solid though so well done, a few changes here and there will make this really cool. Keep it up!
    Reply With Quote Reply With Quote #6

  7. dudecles is offline
    Location: Washington, DC 20009
    Posts: 74
    Thanks for the feedback, guys.

    I checked out those tutorials on deformation -- I didn't realize that it was OK for the forearm to overlap/clip the upper arm. I'll keep that in mind in the future.

    Yeah the shrugging thing is due to me trying to get the silhouette of the coat to be almost up to the brim of the hat, to hide his face a little more, but the position of the armpits and shoulder definitely give him that shrugging/short neck look.

    Thanks again,
    Reply With Quote Reply With Quote #7

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

CONTACT US | ABOUT US
Welcome to GameArtisans.org Online - an art competition gallery website created and maintained by Artisans. Within these pages, a unique flavor of enthusiasm and motivation is provided to inspire artists of all levels to create art that is above and beyond expectations!
NAVIGATION
FORUMS
PORTFOLIOS
MAIN ARCHIVES
MINI ARCHIVES
TUTORIALS
JOBS
F.A.Q.
RANKING CHART

GAMEARTISANS
ABOUT
ADVERTISING
CONTACT US

GA EVENTS
DOMINANCE WAR
UNEARTHLY CHALLENGE
COMICON CHALLENGE