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'BOGCHOPS' -Game Character WIP [PLEASE CRITIQUE]

Thread: 'BOGCHOPS' -Game Character WIP [PLEASE CRITIQUE]

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  1. nitemaremaggott is offline
    Posts: 18

    'BOGCHOPS' -Game Character WIP [PLEASE CRITIQUE]

    Hi. I've added some WIP shots of my character named 'BOGCHOPS'. He's a retro sci-fi style space cowboy in the vein of Han Solo or Rick Deckard but more like a greasy Total Recall cab driver mixed with Braveheart..... I know what I wanted I've not modeled the face yet, will do that before monday, as well as rig. Before I go ahead with skinning, I wanna see if anyone can give me some ideas on how to improve my mesh, composition, technique etc etc. ANY feedback would be much appreciated.

    Thanks.

    <a href="http://s816.photobucket.com/albums/zz84/ratatatatatatat/?action=view&amp;current=ORTHOGRAPHICS.jpg" target="_blank"><img src="http://i816.photobucket.com/albums/zz84/ratatatatatatat/ORTHOGRAPHICS.jpg" border="0" alt="BOGCHOPS -WIP, Ortho Concepts"></a>

    <a href="http://s816.photobucket.com/albums/zz84/ratatatatatatat/?action=view&amp;current=BogChops_wire.jpg" target="_blank"><img src="http://i816.photobucket.com/albums/zz84/ratatatatatatat/BogChops_wire.jpg" border="0" alt="BOGCHOPS -WIP, wireframe of character"></a>
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  2. nitemaremaggott is offline
    Posts: 18
    I did the head this morning. Was an old model heavily modified. I had no time to create from scratch, my little boy is a mad man. I understand it's getting a little high on tri count. Let me know what you think.

    <a href="http://s816.photobucket.com/albums/zz84/ratatatatatatat/?action=view&amp;current=BogChops_head.jpg" target="_blank"><img src="http://i816.photobucket.com/albums/zz84/ratatatatatatat/BogChops_head.jpg" border="0" alt="BOGCHOPS -WIP, Head"></a>
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  3. nitemaremaggott is offline
    Posts: 18

    Fixed topology

    Just spent a bit of time trying to get my facial topology the same as a face in a tutorial. Basically gave up and decided mine wasn't worse, just different. I'm gonna leave it as is. Pretty sure it'll sculpt and animate just fine.

    <a href="http://s816.photobucket.com/albums/zz84/ratatatatatatat/?action=view&amp;current=BogChops_head2.jpg" target="_blank"><img src="http://i816.photobucket.com/albums/zz84/ratatatatatatat/BogChops_head2.jpg" border="0" alt="BOGCHOPS -WIP, head refinement"></a>
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  4. omnicypher's Avatar
    omnicypher is offline
    Location: palm coast
    Posts: 427
    the bottom half looks great, the torso looks a bit thin for a few layers of clothes, and the shoulders could be larger. the robot arms look weak and thin, the area between his eyes is a bit wide, and the edge loops around the mouth could cause some pinching problems at the corners of his lips when animated. its hard to see where the jaw transitions into the neck, the ears might be a bit low, and the top of his head is too round.

    if your looking to cut down on tris and break up some symmetry, you could always make one of his arms human. the way it is now makes me think he is a robot with clothes and a human head, rather than a guy with robot arms.
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  5. Abrvpt's Avatar
    Abrvpt is offline
    Location: Paris
    Posts: 640
    Hey man, nice start =)
    The head topology seems ok to sculpt... But i'll try to make the poly more squareish on the chin and the neck. Also try to have more quad on the ears, roughly all the same size. It will make your sculpting process easier. You'll probably have to retopo the ears later though.
    Also the arms might be a bit short... the end of the fingers should be around the half of the length of the thighs. Not sure if i'm very clear... I thing the hands and the forearms are long enough, only the arms (the "biceps") needs to bet slightly longer.
    Keep going !
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  6. nitemaremaggott is offline
    Posts: 18
    thanks guys. I agree with and will change:

    * The torso needs to be heavier, shoulders need to be stronger

    * Left arm, will break up symmetry and decrease tri count by making it covered by a long sleeve shirt arm (ie cloth alpha)

    * Will beef up the robot arm a bit. I did have it beefier but it was about another 1000 tris and it looked a little too tough and themey for the style I am going for. I'll just play with some of the shapes and add some cables swirling around.

    * Arms are a bit short, will make shoulder to elbow piece larger

    * Random works on face topology if I have time

    This is a project for school and I only have a couple weeks to finish it so forgive me if I miss any of your ideas. It's great to have it seen through other more professional eyes. Cheers.
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  7. nitemaremaggott is offline
    Posts: 18

    critique fixes # 1

    Ok. I've taken some time to make changes based on what criticism I received.


    * topology around mouth has been totally rebuilt to accommodate lip movement
    * ears have been altered
    * eyes moved closer together and nose bridge scaled inwards
    * cheeks gaunter
    * head un-rounded

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  8. nitemaremaggott is offline
    Posts: 18
    * shoulders made stronger
    * arms made larger and less weak
    * jacket made bulkier to suit layered clothing



    Let me know if theres any other changes cos the ones I have been given already were awesome. Thanks again
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  9. nitemaremaggott is offline
    Posts: 18
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  10. nitemaremaggott is offline
    Posts: 18

    final orthos

    I've decided to leave modeling and move on other steps. I'm happy with how it looks after a bunch of changes again this morning since receiving more feedback. Happier with his face now and also, surprisingly happy with the reduced detail in the arms. Got it down to 12'500 or so tris which is what was asked of me.

    will rig it now so will be a few days before any sculpting and texturing renders will be up. Keep the feedback coming though Cheers.

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  11. nitemaremaggott is offline
    Posts: 18
    Hi. I spent all today unwrapping and ended up making changes to pretty much everything. Added pipe bombs instead of grenades and remodeled a few small details. Also altered leg length and shoulders.

    I aint touching the modeling anymore. time to sculpt

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  12. nitemaremaggott is offline
    Posts: 18

    cleaning up!

    So I've gone and got more feedback from more people and spent another couple spare hours fixing up structure and anatomy to some degree.

    * enlarged head
    * widened shoulders
    * curve in vest and shortened height of vest
    * added height to legs
    * enlarged and modified boots for grounding

    and there was a bunch of other small fixes.

    This IS the last time I am modifying the mesh. (unless someone picks something vitally wrong with what I have

    I can see some minor issues so will fix them but no need to repost render

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  13. nitemaremaggott is offline
    Posts: 18

    ZBRUSH sculpt

    Hi. I haven't used Zbrush before so it took me a day to do my sculpt. Will be making all hard surface normals using Ndo2. This is just Zbrush for now Cheers.

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  14. nitemaremaggott is offline
    Posts: 18

    texture progress

    Had a bit more time to get into texturing the last few days

    textures so far.

    still needs

    * spec
    * texture normals
    * face textured
    * basic rig for pose

    should have it done by Wednesday.

    Please comment with criticism, this is a learning process for me, I'm usually an environment artist

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  15. nitemaremaggott is offline
    Posts: 18
    this s the finished textures all done and rendered in marm. alomst done. will rig and pose and make a stand this weekend.

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  16. nitemaremaggott is offline
    Posts: 18
    HI. So I finished all today:P:P assignement done!! Thanks everyone who provided criticism, it really helps. Let me know what u guys think.Cheers



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  17. mrmagee1000's Avatar
    mrmagee1000 is offline
    Location: Canton, OH
    Posts: 7
    This turned out pretty nice! The textures really turned out well. I also like the little details like the shirt sticking out from under the vest.
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