PLEASE don't call yourself a professional. I'm doing work at a far higher level than you on my thesis, and don't consider myself a professional. Freelancing for an indy game is not considered industry work.
But even more unprofessional than your work is your behaviour. You asked for critique of your models, then when you didn't get praise, you wigged out. Its rare that while your learning more skilled people will be impressed by your actual piece, there are always things to fix and make better in everyone's work. You can impress them, though, by making progress and listening to advice.
As for my advice, you seem to have taken issue with some of it:
>>He does have a sixpack, not an eightpack, I found that insulting.
No, it looks like he has an 8-pack, which begins too close to his pectorals and ends incorrectly too high up. I don't care what you say he has, it only matters what it looks like he has, and it looks like he has an extra set of abdominal muscles.
>>I did use tonnes of reference material for the anatomy and the back muscles are far bigger than the torso muscles.
I'd love to see your reference material that has a hulking beast-like torso physique, but such wimpy arms. I didn't say huge back muscles are impossible, they are, but a) they are not located correctly, and b) they are ophaned, without related muscles and muscle groups similarly bulky. The character overall looks pretty slim, except for his massve chest and back.
>>I can choose to model some ribs if I choose to, its only a few extra polygons.
And you can choose to model nostrils as well. And knuckles too. But all of them will make sure you don't get a call-back from a game studio. You don't seem to have a comprehension of efficiency yet, which is integral to game modelling. And I'm telling you, for efficiency, you don't model ribs.
>>As for the arms, hold out your arm and you will notice that the shoulder muscles are accurate in the model.
No. Your pectorals flow UNDER your deltoids. Right now they look like they merge together. This also may be due to his unusually skinny arms, paired with his barrel-chest and incorrect collar-bones.
Artwork feedback
July 11, 2006 05:47 AM
ask yourself, 'do i want to become better, make things as accurate as i possibly can'? if so then you you should consider becomming crazy, like living only for your dream and nothing else. if your just a hobbyist having fun, then there is no need to compete with yourself or frsutrate over this (not saying you are), just keep modleing funny looking models becasue they arnt ugly or hediuoes, they just dont look right
they do look good for a homemade mmorp
they do look good for a homemade mmorp
hey dudethedreamer here, the anymoaus poster up there is me, notice the bad spelling
__________WIPCurrently learning 3dsmax modeling and C++ programming for my game. Advice and comments are wanted
July 11, 2006 07:24 AM
try using alpha mapped planes for the hair instead of geometry, this will reduce your poly count drasticlly. And if you want to have details such as ribs and knucles and such, use them in a normal map rather than as geometry. It will give you the subtle details without using up your polycount.
1) grow a thicker skin, the no-bullshit feedbacks are the most valuable. For artists ego boost you should go to deviantart or the likes.
2) ask for feedback only if you want it
I´d agree with most of what Professor420 said, there are some flaws but it´s pretty decent work. I´d work on the anatomy first and then the sloppy meshes. You should also be able to cut down the polycount further by spending some time on a more detailed texture (flat skin tone, etc.).
2) ask for feedback only if you want it
I´d agree with most of what Professor420 said, there are some flaws but it´s pretty decent work. I´d work on the anatomy first and then the sloppy meshes. You should also be able to cut down the polycount further by spending some time on a more detailed texture (flat skin tone, etc.).
Hello,
I'm not an professional artist by trade- but even I notice several things that could be improved upon in each of these demos. While the foundation is good and strong- now you need to do the fine polish to get these samples to that next level.
Another thing you need to work on is your attitude. Judging by your behavior, you're the type of person that asks for feedback and then acts very rude because the feedback wasn't completely in awe of your work.
If you are wanting to do this professionally, then you are going to have to get used to dealing with game producers that don't like certain aspects of your work and want them changed. If you respond to them the way you did on here- you'll find yourself out of a job very quickly.
I've written music for 15 games, and find myself redrafting my pieces often to better suit the game. I don't get mad about it- I look at it as an opportunity to make my music the perfect fit for a game. Maybe you should take on the same attitude. I think you'll find that people will respect you more, and you'll get more work.
Currently you're just showing how immature and inexperienced you are.
Nathan Madsen
I'm not an professional artist by trade- but even I notice several things that could be improved upon in each of these demos. While the foundation is good and strong- now you need to do the fine polish to get these samples to that next level.
Another thing you need to work on is your attitude. Judging by your behavior, you're the type of person that asks for feedback and then acts very rude because the feedback wasn't completely in awe of your work.
If you are wanting to do this professionally, then you are going to have to get used to dealing with game producers that don't like certain aspects of your work and want them changed. If you respond to them the way you did on here- you'll find yourself out of a job very quickly.
I've written music for 15 games, and find myself redrafting my pieces often to better suit the game. I don't get mad about it- I look at it as an opportunity to make my music the perfect fit for a game. Maybe you should take on the same attitude. I think you'll find that people will respect you more, and you'll get more work.
Currently you're just showing how immature and inexperienced you are.
Nathan Madsen
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios
Austin, TX
Quote: Original post by SinisterUrge
Your a wanker!
If I wanted "expert" feedback I'll go to a fellow professional, not an amateur know it all!
I was going to give my oppions and advice, but you can go screw yourself if that's going to be your response to constructive criticism. Grow up.
Allways question authority......unless you're on GameDev.net, then it will hurt your rating very badly so just shut the fuck up.
What's an oppion? :P
Take it easy, I was just upset that day and seeing my work ripped apart was too much for me to take. I'm human just like PhilMorton
@nsmadsen: Great advice! You understand how personal it is when someone hates your work.
Take it easy, I was just upset that day and seeing my work ripped apart was too much for me to take. I'm human just like PhilMorton
@nsmadsen: Great advice! You understand how personal it is when someone hates your work.
SinisterUrge- Glad you liked my advice. I didn't think Professor420 ever stated that he hated your work. I only scanned what he had to say...but never saw anything about hating it. He just has comments to give that would make your artwork better. He even gives you some praise.
You just really over reacted....which is silly because you asked for comments from others on your work. For me personally, the best experiences (the ones I've grown the most from) were the ones where somebody didn't like my work. I had to go in...take an honest look at what was good and bad and try and reshape things. During my college and graduate degrees, my profs would rip me a new one during my music lessons. It would piss me off, or depress me...but in the end I'm much better having gone through that. If everyone had told me how wonderful I was all of the time- I wouldn't be as development musically.
Think of boot camp. Those drill instructors make guys, much tougher than me, cry. Why? Just for fun...well, maybe! :) But mainly to build them into something stronger than they were before.
Also- you come off pretty smug in some of your posts, for example:
"That's the polygon count I was asked to use concerning the wolf and yes, it looks perfect when animated with deformation no being an issue."
I'm a good composer and musician- but I never tell anyone that one of my pieces are perfect. I find that opens the door to brutal (and often correct) criticism. Don't go around saying your work is perfect- especially when you're not God's gift to art in games. Once you have 100 game credits (most of which have been global best sellers) THEN you can make outrageous claims like your work is perfect. Until then, stay humble. People will like you better.
You just really over reacted....which is silly because you asked for comments from others on your work. For me personally, the best experiences (the ones I've grown the most from) were the ones where somebody didn't like my work. I had to go in...take an honest look at what was good and bad and try and reshape things. During my college and graduate degrees, my profs would rip me a new one during my music lessons. It would piss me off, or depress me...but in the end I'm much better having gone through that. If everyone had told me how wonderful I was all of the time- I wouldn't be as development musically.
Think of boot camp. Those drill instructors make guys, much tougher than me, cry. Why? Just for fun...well, maybe! :) But mainly to build them into something stronger than they were before.
Also- you come off pretty smug in some of your posts, for example:
"That's the polygon count I was asked to use concerning the wolf and yes, it looks perfect when animated with deformation no being an issue."
I'm a good composer and musician- but I never tell anyone that one of my pieces are perfect. I find that opens the door to brutal (and often correct) criticism. Don't go around saying your work is perfect- especially when you're not God's gift to art in games. Once you have 100 game credits (most of which have been global best sellers) THEN you can make outrageous claims like your work is perfect. Until then, stay humble. People will like you better.
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios
Austin, TX
Quote: Original post by SinisterUrgeThis from someone who said "Your a wanker" ... [lol]
What's an oppion? :P
Quote: Take it easy, I was just upset that day and seeing my work ripped apart was too much for me to take. I'm human just like PhilMortonBut I kid, I kid. The trick is to make it not be so personal. Yeah, it's certainly not easy - especially when the piece is something that truly is a great accomplishment for you, and then someone comes along and tells you what's wrong with it. I just separate my feelings for my accomplishment (which I stay happy about!) and my feelings for the criticism (which I usually recognize is correct and much needed).
@nsmadsen: Great advice! You understand how personal it is when someone hates your work.
That said, I've gotten a lot of good advice from this thread regarding my own attempts at modeling. Thanks, guys!
gsgraham.comSo, no, zebras are not causing hurricanes.
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