My first Low Poly Character model
It looks like crap really :S Someone told me Games use Models with 1500-3000 faces .. mine has 900 and being my first.. sucks :)
Feedback would be MUCH appreciated!! (the harsher the better)
Pic 1
Pic 2
Pic 3
Pic 4
And by the way.. How do texture artists actually texture this mess?
Thanks :)
"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "
It would definitely help if you posted the wireframes for your model.
As for texturing... You use UV textures which will display the image based on the point's location in the UV map.
As for texturing... You use UV textures which will display the image based on the point's location in the UV map.
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Let's see... He needs more forehead and a dent where the top of the nose meets the forehead. He needs a dent between his pecs and one below them, unless you don't want him to be muscular. More indentation between his shoulderblades and down his spine. More indentation at the elbows. And he needs a butt, lol. I rather like the things and the lower part of the face so far. [smile]
Texturing: In Blender you can paint right on the model with the mouse - this is not accurate at all but I found it to be helpful because I could color different areas different colors and then it was easy to see which was which on the UV unwrap when I exported it to Gimp. UV unwrapping is, unfortunately, an art of its own and you'll have to study some tutorials just to do that. (For humanoids, do not texture half and mirror it to the other side. This works fine for animals most of the time, but not humanoids which often need to be textured asymmetrically.)
Texturing: In Blender you can paint right on the model with the mouse - this is not accurate at all but I found it to be helpful because I could color different areas different colors and then it was easy to see which was which on the UV unwrap when I exported it to Gimp. UV unwrapping is, unfortunately, an art of its own and you'll have to study some tutorials just to do that. (For humanoids, do not texture half and mirror it to the other side. This works fine for animals most of the time, but not humanoids which often need to be textured asymmetrically.)
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Thanks for the replies :) I will post a wireframe picture and will make the adjustments suggested tomorrow, it's getting late here.
And by the way.. the butt baffles me.. i have no idea how to make one :S
As for texturing, does it take long to become OK at it? Because frankly i suck at materials and texturing.. I don't even understand how texture nodes work..
And by the way.. the butt baffles me.. i have no idea how to make one :S
As for texturing, does it take long to become OK at it? Because frankly i suck at materials and texturing.. I don't even understand how texture nodes work..
"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "
When having trouble with any body part, the things to do is looks for source images. Also, butts are much like chests, each buttock or pec is like a pad of flesh, imagine you are starting with a rectangular piece of foam rubber, bending it a bit to wrap around the skeleton (or the skinny bony dude inside any muscular dude, lol), and rounding off all the corners.
Texturing does take a long time to become good at it, sorry. Humans are a particularly difficult place to start, it's easier to texture something cubic first, then maybe a slime or a lizard which doesn't have fur, clothing, etc. For a human you end up attaching additional models for hair, eyes are often separate, and sticking-out parts of the clothes like shoulderpads and cloaks, then you're layering textures on top of each other (skin, fabric parts of clothing, metal parts of clothing...), or making part of it procedural if you want the player to be able to pick colors.
Texturing does take a long time to become good at it, sorry. Humans are a particularly difficult place to start, it's easier to texture something cubic first, then maybe a slime or a lizard which doesn't have fur, clothing, etc. For a human you end up attaching additional models for hair, eyes are often separate, and sticking-out parts of the clothes like shoulderpads and cloaks, then you're layering textures on top of each other (skin, fabric parts of clothing, metal parts of clothing...), or making part of it procedural if you want the player to be able to pick colors.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Head, feet and butt are the most obvious things to work on. My opinion:
Eye sockets are too far to the sides of the head and not close enough to the centre.
Nose is too wide. Cheeks are absent. Chin is a little small.
Scalp is too low in resolution (vertically).
Feet look like pointy witch feet. They need to widen before the toes.
He lacks geometry in the butt/pelvis area. Split an edge ring, use some reference and sculpt away.
First thing I'd do is add another ring of faces vertically in the centre of the model.
In between other projects I've started to learn to texture; it's a nightmare. My method has been to use a greyscale layer for shading (dodge/burn) and a colour layer. But my character looks like a zombie on junk; if you find any good humanoid texturing resources please share.
[Edited by - abstractionline on January 29, 2010 7:07:46 PM]
Eye sockets are too far to the sides of the head and not close enough to the centre.
Nose is too wide. Cheeks are absent. Chin is a little small.
Scalp is too low in resolution (vertically).
Feet look like pointy witch feet. They need to widen before the toes.
He lacks geometry in the butt/pelvis area. Split an edge ring, use some reference and sculpt away.
First thing I'd do is add another ring of faces vertically in the centre of the model.
In between other projects I've started to learn to texture; it's a nightmare. My method has been to use a greyscale layer for shading (dodge/burn) and a colour layer. But my character looks like a zombie on junk; if you find any good humanoid texturing resources please share.
[Edited by - abstractionline on January 29, 2010 7:07:46 PM]
I'm not really too familiar with 3D yet so I can't offer much criticism of the technical aspects, but I really like the pose of this, the dynamic. He's standing like he's poised, and you've got a lot of that attitude in there despite the approximation, which is what I think I'd struggle fiercely with! :)
--------------------------------------------------------------------------------------Ikaroids, the space shooter for X-Box - http://www.ironstarmedia.co.uk/games/ikaroids/
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