• Ryu-Gi's 3D modeling thread
    207 replies, posted
Hey everyone, I'm getting back to work on my 3D modeling to build my portfolio, with the intent to obtain a job in Game Development. I realize that my art still needs a lot of work, so [U]I'm looking for real actual critiques here[/U]. So first here's my elf girl character Selene. I've been working on this model for a lot longer then I should have, lol. I'm finally at the stage where I'd like to start applying stuff like normal maps and etc. I do need some help figuring out good ways to generate those types of maps, though. I bought Crazybump but organic stuff doesn't seem to agree with it very well, especially since [U]I'm using Maya 2010.[/U] The model is meant to be for a Current-Generation game, specifically a 3rd person adventure-type game. She's currently at 15,399 polys. [IMG]http://s15.postimage.org/74r3hukp7/update_6_15_2012.jpg[/IMG] [IMG]http://s14.postimage.org/i65zs3qgx/update_6_15_2012_2.jpg[/IMG] comments? Critiques? Stuff I can improve upon? Helpful tips on how to produce good normal/spec maps? Also I'll post other stuff from my portfolio here for reference as well.
I don't really do 3D stuff but I think that the actual modeling looks nice n' smooth and I think the anatomy looks a bit odd and the textures seem flat, maybe you could add more little details to the model that give the clothing a more 3d feel. also you should post the other version of this model you made.
[QUOTE=RomanTheOmen;36349256]I don't really do 3D stuff but I think that the actual modeling looks nice n' smooth and I think the anatomy looks a bit odd and the textures seem flat, maybe you could add more little details to the model that give the clothing a more 3d feel. also you should post the other version of this model you made.[/QUOTE] The textures seem flat because there's no normal map yet. And by "Other versions" do you mean the older versions I've done of this character?
Aren't you that one guy [img]http://i109.photobucket.com/albums/n78/GriffieF/Emoticons/emot-byodood.gif[/img]
[QUOTE=MakoSkyDub;36349761]Aren't you that one guy [img]http://i109.photobucket.com/albums/n78/GriffieF/Emoticons/emot-byodood.gif[/img][/QUOTE] I've moved on from that, please try to remain serious and make actual critiques.
I don't think that collection of belts would function very well in any situation besides being kinky.
[QUOTE=atttapi0;36349922]I don't think that collection of belts would function very well in any situation besides being kinky.[/QUOTE] Yeah, I realize that. This is just the look I want for the character. I'm focusing primarily on the modeling aspect right now, if you have any input on how I can improve the modeling, please let me know.
incredibly impractical armor
Why do you need your own thread with only one model? [url]http://www.facepunch.com/showthread.php?t=1160368[/url] Post some wireframes.
I think you're wanting a job in 3D modelling, not "Game Development" First things first, it's hard to critique this because I can't see the wireframe and topology. Secondly, it's going to extremely hard to animate stuff in the t-pose it's in, it's shoulders look weird and doesn't look like she actually has a shoulder. Most people model with this t-pose [img]http://attachments.conceptart.org/forums/attachment.php?attachmentid=385622&stc=1&d=1212765411[/img] Notice how his arms are bent 3/4 the way? Because 90% of the time then character is gonna have an idle animation and her arms aren't going to be up in the air, having a t-pose like yours really stretches the texture when you want to have her arms rested or down by her side. Other then I can't critique it on the textures or topology because theres no picture of the texture or wireframe.
[QUOTE=atttapi0;36349922]I don't think that collection of belts would function very well in any situation besides being kinky.[/QUOTE] They're good for being raped in.
[QUOTE=mr apple;36350060]I think you're wanting a job in 3D modelling, not "Game Development" First things first, it's hard to critique this because I can't see the wireframe and topology. Secondly, it's going to extremely hard to animate stuff in the t-pose it's in, it's shoulders look weird and doesn't look like she actually has a shoulder. Most people model with this t-pose [img]http://attachments.conceptart.org/forums/attachment.php?attachmentid=385622&stc=1&d=1212765411[/img] Notice how his arms are bent 3/4 the way? Because 90% of the time then character is gonna have an idle animation and her arms aren't going to be up in the air, having a t-pose like yours really stretches the texture when you want to have her arms rested or down by her side. Other then I can't critique it on the textures or topology because theres no picture of the texture or wireframe.[/QUOTE] All right, fair points. I'll post a wireframe. Not all T-poses look like this, though, in some games the character's arms will be straight out. However once I get this character rigged I will put it into the angled arm T-pose, since I'd like to port the model to Source eventually.
Straight arm tpose is bad
Alright, here are some wireframe shots of Selene. [img]http://s15.postimage.org/4ckkrjyln/update_6_15_2012_3.jpg[/img]
I'm no artist or modeler or anything. But Selene looks like a dude with those skinny ass hips. Seriously add just a hint of femininity in those hips.
[QUOTE=Ryu-Gi;36349720]The textures seem flat because there's no normal map yet. And by "Other versions" do you mean the older versions I've done of this character?[/QUOTE] I don't mean older versions necessarily, but you know that "other" version, c'mon.
[QUOTE=RomanTheOmen;36351146]I don't mean older versions necessarily, but you know that "other" version, c'mon.[/QUOTE] I'm not following...what are you talking about?
The nude model Jebus man!
The arm and leg armor look nice for what it is. I don't really like the chest armor though. She might as well be topless.
[QUOTE=Ryu-Gi;36351053]All right, fair points. I'll post a wireframe. Not all T-poses look like this, though, in some games the character's arms will be straight out. However once I get this character rigged I will put it into the angled arm T-pose, since I'd like to port the model to Source eventually.[/QUOTE] I'm not even a 3d modeller and I know nobody uses T pose anymore because it doesn't simulate the bends properly once animated and the lower down arms give a better framework to animation and shit or something
I personally like it, but I think there needs to be a bit more of an indent in the pelvic region by the looks of framewire shots you posted. That could just be the bottoms she's wearing though. Nice to see some of your new work though!
[QUOTE=Rusty100;36351310]I'm not even a 3d modeller and I know nobody uses T pose anymore because it doesn't simulate the bends properly once animated and the lower down arms give a better framework to animation and shit or something[/QUOTE] Actually a lot of games where the player character moves their arms around a lot often have the arms in the straight-out T-pose. Fighting game characters, for example. The more recent Street Fighter games even took it a step forwards and T-posed their characters with their legs spread apart for all the kicking animations. Since the character's primary weapon is going to be a melee weapon, I thought it best to pose the arms straight out to accomodate all the swinging. But, I will eventually put the character in the angled T-pose, seeing as how it's best for rigging a character for Source.
[QUOTE=Ryu-Gi;36351093]Alright, here are some wireframe shots of Selene. [img]http://s15.postimage.org/4ckkrjyln/update_6_15_2012_3.jpg[/img][/QUOTE] tri count?
If an entire game followed that style (for the clothing) I'd find the game extremely unappealing. I kind of feel that your style needs to mature a little if you want to be taken seriously in your portfolio.
[QUOTE=Ryu-Gi;36351365]Actually a lot of games where the player character moves their arms around a lot often have the arms in the straight-out T-pose. Fighting game characters, for example. The more recent Street Fighter games even took it a step forwards and T-posed their characters with their legs spread apart for all the kicking animations. But, I will eventually put the character in the angled T-pose, seeing as how it's best for rigging a character for Source.[/QUOTE] I SAW IT IN STREET FIGHTER IT MUST BE LEGIT stooop, everyones telling you you're wrong, you're wrong. [QUOTE=Ryu-Gi;36349840]I've moved on from that, please try to remain serious and make actual critiques.[/QUOTE] if you've moved on from that, why is it you're still just modelling scantily clad elves? [editline]16th June 2012[/editline] i think people would be more inclined to believe that if you started doing things other than half naked elf warriors also i agree with the guy who says this look comes across as juvenile. there's a way to do half naked battle armor and this isn't it (although it still probably should never be done), she's covered in superfluous stuff that just looks impossible to move with and nothing about the design makes sense
[QUOTE=mr apple;36351367]tri count?[/QUOTE] It's in the OP. [QUOTE=Emz;36351377]If an entire game followed that style (for the clothing) I'd find the game extremely unappealing. I kind of feel that your style needs to mature a little if you want to be taken seriously in your portfolio.[/QUOTE] Of course I'm planning to have a variety of different styles of characters in my portfolio, not just this. Here, let me post some other examples of my work. I made these two characters for an internship, working on an iPhone game called "Cowboys Vs. Zombies". The game had a cartoony artstyle and the models needed to be low-poly to work on the iPhone. This one is a boss. One of the types of enemies planned were Chinese Railway worker zombies, and the boss was this guy, named the "Buddah Zombie" by the development team. [IMG]http://fc05.deviantart.net/fs70/f/2011/171/5/7/cowboysvszombies_bhudda_zombie_by_ryu_gi-d3jgihj.jpg[/IMG] I'm a bit prouder of this one though: The Choir Zombie. I think it turned out much better then the Buddah Zombie. For this one I took a cue from the way the TF2 characters are designed and added a subtle gradient to the texture to draw the player's eyes to the upper body. [IMG]http://fc07.deviantart.net/fs70/f/2011/171/0/4/cowboysvszombies_choir_zombie_by_ryu_gi-d3jgip2.jpg[/IMG] Also here's a monster I modeled and then detailed in Zbrush. I call him an "Atlantean Silverback Dragon". [IMG]http://fc09.deviantart.net/fs50/f/2009/267/a/4/Azurikan_in_Zbrush_by_Ryu_Gi.jpg[/IMG] I'm also planning to make a soldier-type character. I've already got a base male character modeled for it. EDIT: Forgot to add this baby. I'm re-modeling the Tiki-themed flamethrower that Mexican was working on for the Pyro in TF2. [QUOTE=Ryu-Gi;36293233]Reposting this for the new thread. I'm working on improving the Tiki-Party themed Flamethrower that Mexican designed. He gave me the original model and I'm improving it. Here's my progress shots up until the most recent version: Here's the original model made by Mexican. [IMG]http://s18.postimage.org/6hpdwspi1/tiki_original.jpg[/IMG] And here's the progress shots of my version. [IMG]http://s15.postimage.org/4cqqjfl2z/tikiflameprogress.jpg[/IMG] [IMG]http://s18.postimage.org/ay5svqvbt/tikinewmask.jpg[/IMG] [IMG]http://s14.postimage.org/rf0cwzhg1/tiki_moar_progress.jpg[/IMG] I still need to improve the handle. I also want to add some Leis wrapped around it, maybe some palm branches hanging off the bottom.[/QUOTE] As you can see, I do have a variety of other stuff for my portfolio. I'm just focusing on the Selene model at the moment because this character and the game concept I'm working on for it is something I'm particularly passionate about.
[QUOTE=Ryu-Gi;36351093]Alright, here are some wireframe shots of Selene. [img]http://s15.postimage.org/4ckkrjyln/update_6_15_2012_3.jpg[/img][/QUOTE] For cleanliness' sake there are lots of unnecessary tri's on her shoulderblades. you could just remove some of those edges to make them nice happy quads. Her body, like Hardpoint mentioned, is really flat looking. She definitely could use more curves in her hips and her legs. Right now it looks like she's built out of lincoln logs. As for her texture, her skin looks really bland and flat compared to the detail put into the rest of her armor. I know you're going for the soul caliber ~flawless skin~ thing, but it just serves to make her look like she's from a PS2 game. Add some variation in skintone, subtle pours, etc. Sometimes small imperfections can go a long way in making a character look better. Your AO bake (if you have one, i can't quite tell) is incredibly subtle. Either it's too translucent or too dithered, or you just don't have one. Stronger AO would help her to look less plastic. More shadows around where the belts go over her skin, where her leg goes into her boots, or between her tits. Speaking of tits, there's something weird about hers. It looks like they start too low, and stick straight out of her body, rather than looking like they're hanging or being pushed up. Or maybe it's that her cleavage is too wide apart. Her face kinda looks like the line of symmetry is too far forward, causing everything down the center of her face to look like it's coming out into a point. Lastly, a tip I heard from my character design instructor: "When creating a character, there's always one important question to keep in mind: When your character wakes up in the morning, and has to get dressed, how silly will they look doing it?" [I]"Gotta make sure I put on all my belts!"[/I] [editline]16th June 2012[/editline] Also the whole thing reminds me of this: [img]http://2.media.dorkly.cvcdn.com/65/62/335786fa7523dd23e537d3ba352ea71b-tera-armor-is-ridiculous.jpg[/img]
[QUOTE=Ryu-Gi;36351422] [B]"I'm just focusing on the Selene model at the moment because this character and the game concept I'm working on for it is something I'm particularly passionate about." "character and the game concept I'm working on for it is something I'm particularly passionate about." "something I'm particularly passionate about" " particularly passionate about" " passionate about" [/B] [B] [U]ELF RAPE [/U][/B][IMG]http://i50.tinypic.com/bijoy9.jpg[/IMG][/QUOTE]
[QUOTE=Ryu-Gi;36348979]So first here's my elf girl character Selene.[/QUOTE] Wasn't Selene the elf that got raped?
[QUOTE=The Vman;36351511]For cleanliness' sake there are lots of unnecessary tri's on her shoulderblades. you could just remove some of those edges to make them nice happy quads. Her body, like Hardpoint mentioned, is really flat looking. She definitely could use more curves in her hips and her legs. Right now it looks like she's built out of lincoln logs. As for her texture, her skin looks really bland and flat compared to the detail put into the rest of her armor. I know you're going for the soul caliber ~flawless skin~ thing, but it just serves to make her look like she's from a PS2 game. Add some variation in skintone, subtle pours, etc. Sometimes small imperfections can go a long way in making a character look better. Your AO bake (if you have one, i can't quite tell) is incredibly subtle. Either it's too translucent or too dithered, or you just don't have one. Stronger AO would help her to look less plastic. More shadows around where the belts go over her skin, where her leg goes into her boots, or between her tits. Speaking of tits, there's something weird about hers. It looks like they start too low, and stick straight out of her body, rather than looking like they're hanging or being pushed up. Or maybe it's that her cleavage is too wide apart. Her face kinda looks like the line of symmetry is too far forward, causing everything down the center of her face to look like it's coming out into a point. Lastly, a tip I heard from my character design instructor: "When creating a character, there's always one important question to keep in mind: When your character wakes up in the morning, and has to get dressed, how silly will they look doing it?" [I]"Gotta make sure I put on all my belts!"[/I] [editline]16th June 2012[/editline] Also the whole thing reminds me of this: [IMG]http://2.media.dorkly.cvcdn.com/65/62/335786fa7523dd23e537d3ba352ea71b-tera-armor-is-ridiculous.jpg[/IMG][/QUOTE] As I said, there's no normal, spec, or occlusion maps on this yet, it's just the diffuse map. All other points you made are noted, I'll make the changes where I can. [B][U][I]I also want to restate that I have long since eliminated the rather notorious aspects of the character's backstory. PLAINLY PUT, THE RAPE IS GONE, AND HAS BEEN GONE FOR OVER 2 YEARS NOW. Because I admit, IT WAS A REALLY STUPID IDEA TO BEGIN WITH, AND I REGRET TAKING THE CHARACTER IN THAT DIRECTION.[/I][/U][/B] I was really hoping we'd all moved on from that particular incident. As I said before, [B][I][U]I regret all those weird creepy things I said before, and I've since put it behind me.[/U][/I][/B]
Sorry, you need to Log In to post a reply to this thread.