3D Character Critics
Monday, July 28, 2014 - 03:48
Hello guys, I'm a modeler for Revelade Revolution: http://www.desura.com/games/revelade-revolution
I'm here to ask for critics on my work for the game. I highly appreciate the critics to improve my work.
This is a new SWAT character i had been working on and I use a base mesh by Amon:
http://opengameart.org/content/male-human-low-poly-base-under-1000-polys
So it is easy to say why I posted this here. So any kind of critics are welcomed ^^
nice is what I would say. I hope you have a female version as well. Also, a sneaky way to share your game as well :) . All the best.
The texturing looks really good.
The only things I see are:
From the screenshots, the head looks a little big for the body.
It looks like there's a seam in the hair in the last picture, That would be noticeable, in a third person game. But the game doesn't seem to be a third person game, so it may not matter.
No hips, or butt cheeks. The texture on the arms - looks at the lines on the back vs the front, just off. I agree with @cdoty regarding his head, might neck more than head based on shoulder distance.
I can understand it's low-poly but what size is the model going to end up being? If say sizing on par with Client's Wandercall models (see the "bloom experiment" post), I doubt these issues will be noticeable.
I get different reaction with the dev regarding the proportion. They said the leg was too small. But I can't seem to see it as a problem. It hard to to edit the vertices when I came as far as rigging and skinning stage now. As a reminder for myself when using the base mesh, Edit the leg or the head for better proportion. But I see that TF2 playermodels were all had different or extreme proportion. Maybe it was the style.
Shirish@LOL
Yeah the seam won't be that visible since the engine will blur the texture a few resolution unless the player opted for hi quality texture.
Thanks y'all.
The legs look right based on where the hands would touch on the leg, the dev needs to take an art class :)
they were programmer not an artist lol
Try using one of the base-mesh characters on this site next time as the anatomy is pretty flawed in total.
Edit: ehh, use another one :p (strangely it doesn't look quite as bad with the base-mesh you used)
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http://freegamedev.net
Well @Julius that was the best base mesh I could find in this site. It is a good one I think only need a little tweak.
Obviously mine is better: http://opengameart.org/content/low-poly-base-meshes-male-female
:p Although I actually need to update the male version sometime.
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http://freegamedev.net
Sorry Julius. You should see the joint topology of this one. It's wicked sick. I had less trouble skinning him. I might as well learn from it.(not the proportion thought. Ofc yours is better for less tough character.) I'll see if I use yours in my next model. The doctor ^^