Model advice - jet-stabilized melee powered armor
I'm far from a professional modeler; though I've been dabbling in 3D graphics for years, this is my first serious attempt at a humanoid model. Most of the rest of what I've done has beein either abstract or spaceships, both of which have the advantage of not needing to look "realistic" in any sense of the word. I have the basic idea for this model down, I think; what I'm running into problems with is the polishing - fixing flaws, adding details, perfecting the materials, and so on.
The basic idea here is to have a highly-acrobatic, melee-oriented powered armor. Jet boosters on the legs and back provide the balance that the suit couldn't otherwise achieve, as well as speed and additional power in attacks. No, it's not a practical design in the slightest. If I were worried about practicality, I'd've given it feet!
I plan to finish the model, apply rigging, work out some animations, and then render them to sprites for a platformer game. The model is clearly lacking in a few areas, though, and I've been having trouble figuring out what to do. Some points:
* The torso, upper head, and groin areas are all woefully underdetailed
* The blue paneling on the jet boosters looks fake and/or out of place
* The proportions on the groin area seem off somehow
* The joints all feel like cheating (I mean really - cylinders?)
For what it's worth, here's an earlier draft of the model with some different design decisions:
I ran into some problems with the joints when I added the rigging, though, and also didn't like some parts of the design, so I started over.
Any advice would be appreciated!
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
Here's my observations.
Are there joints in the torso? Not just 1 for the hips but at lest 2 more seem good to me. Humans have all the seperate bones in the spine and you should mimic that a bit.
You said the proportion in the groin are off. All I see is that the hip shape is lacking. Your render and background are dark and confusing me on that point.
I could be totally off on this, but the design (not all of it) seems old fashioned to me, like when robots were cast iron statues, like the Outer Limits. Sorry I'm not meaning to be so critical as I may sound, keep working on it and I'm sure it will be really dynamic.
Are there joints in the torso? Not just 1 for the hips but at lest 2 more seem good to me. Humans have all the seperate bones in the spine and you should mimic that a bit.
You said the proportion in the groin are off. All I see is that the hip shape is lacking. Your render and background are dark and confusing me on that point.
I could be totally off on this, but the design (not all of it) seems old fashioned to me, like when robots were cast iron statues, like the Outer Limits. Sorry I'm not meaning to be so critical as I may sound, keep working on it and I'm sure it will be really dynamic.
Thanks for the feedback. I don't currently have joints in the torso, no. Adding them can be part of the torso rework; I need to break up that area anyway. The point about them looking "cast" was well-seen; thanks! I think in part that's just the materials I'm using, but it's also to do with the design. I'll see what I can do to improve that.
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
Hum, modeling is one thing. A final render by night another one.
Nobody can talk about details here to give you an advice. No details really visible. It might also be a good idea to post a wireshot. The edgeloop flow is something important when it comes to animation.
Nobody can talk about details here to give you an advice. No details really visible. It might also be a good idea to post a wireshot. The edgeloop flow is something important when it comes to animation.
tilesets games spriteshttp://www.reinerstileset.de
I apologize if the shots are unclear. They're clear enough on my monitor, but then again, I use a Mac, and it seems like most Windows machines have ludicrously low gamma settings in comparison (thus making things very dark). Here's some lightened shots of the current version of the model:
I hope these are easier to make out. Ultimately this model is going to be rendered with zero context, since I need it for sprites in a game; thus, whatever rendering makes it easiest to make out is what I will use.
And here's the wireframe you requested:
I hope these are easier to make out. Ultimately this model is going to be rendered with zero context, since I need it for sprites in a game; thus, whatever rendering makes it easiest to make out is what I will use.
And here's the wireframe you requested:
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
I figured I may as well post an update. Since I'll be rendering this model to sprites that I doubt will ever exceed 300 pixels or so in height, there's not much point in adding tons of detail. Thus, I'm settling with this version of the model:
While there's certainly more that could be done with it, it's simply not worth the time investment when I have other things that need working on. Like learning to animate it:
While there's certainly more that could be done with it, it's simply not worth the time investment when I have other things that need working on. Like learning to animate it:
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
I like the style. Could use a bit more refining. You could probably spend a few more polies on the joints and perhaps just refining the general shape of the whole thing but otherwise I think it's pretty good.
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