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Topic : "Dare I? I dare!" |
Crepusculum junior member
Member # Joined: 13 Jul 2001 Posts: 10 Location: San Jose, CA.
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Posted: Fri Nov 30, 2001 3:31 am |
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After the snafoo on Sean's thread I really oughtnt to post this *cough* game model...
Then again, there are occasionally intelligent people lurking around here. Crits are welcome...this is the main character from a 3rd person action/adventure game, about 4500 polys. The polycount debate can avoid this thread, if you please. I'd prefer useful, intelligent criticism rather than uninformed, unsupported, ineffectual wannabe flamage. People who are actually in the industry don't wear it like a badge and aren't afraid to say what company they work for. heh. |
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tek9z member
Member # Joined: 28 Nov 2001 Posts: 269 Location: bxl
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Posted: Fri Nov 30, 2001 4:23 am |
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very nice!
only... (here we go)
his rib case looks a bit too strait
-think it's the mapping-
and his behind is too skinny
like his pelvis just sticks out there
on the surface.
and maybe reduce the size of his sleeping gear because he can't really swing his arms
back with that matras in the way.
>>the rest: I like!!<< |
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Scott Wetterschneider junior member
Member # Joined: 06 Nov 2001 Posts: 37 Location: Austin, Texas
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Posted: Fri Nov 30, 2001 5:20 am |
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Okay, I like the character a lot first of all. Good proportions overall, and a good presentation both pose and variety and clarity of shots.
Points of concern. His over the shoulder structures and wrist cylinders seem, at least from these renders, to be of a higher poly count thatn the rest of the character. The modelling at the calves, for example, or down the sides of the torso, are as simple and polygonal as a say 700 or 800 poly character. I'm trying to say, it looks inconsistant. It doesn't matter what the count is, high or low or whatever in between, the polys need to be used equally all over the character, with an understanding of the camera limitations in hand.
I like his face and personality, and the rough times implied by the puttees and the head bandage, but here there's a little inconsistancy as well. The metal parts are very shiny and new, even the bandages seem too clean. His face is just so nicely haggard, I guess, that I'd like to see more wear over the rest of him.
I'm not a wannabe by any means, by the way, if you're curious about my low-poly game work stop by my site, my resume is up as well, if you're interested
Hope this helps, |
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Manik Monkei member
Member # Joined: 23 Jun 2000 Posts: 132 Location: Sunnyvale, CA
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Posted: Fri Nov 30, 2001 4:47 pm |
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Ditto what I said in the WIP forum. The shadows need darkening and his sides (around the ribcage) should be at least as dark as his back.. they look a little strange.
Also the kneepads (*ahem*) look a little out of place. They don't really look attached to his pants.
All in all quite nice though . I like the wear marks on the butt of his pants (I'm assuming that's what they are). It's a nice touch--that and the pack give him a feel like he's been walking a hell of a lot. |
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Crepusculum junior member
Member # Joined: 13 Jul 2001 Posts: 10 Location: San Jose, CA.
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Posted: Sat Dec 01, 2001 2:26 am |
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Thanks for the crits gents...
tek9z: Yeah the ribcage does get a little straight looking...I vaguely did that on purpose because I despise characters with over accentuated anatomy but you're right, it's a little too straight there. If I take his belts/accoutrements off there's more anatomy to see but I get the message, 'better to overexaggerate than under'. Cool, thanks for the crit.
Scott: Yeah the attachments are a bit higher. The reason they ended up that way is because when I started him I didn't know if the engine would be able to support multimesh characters. I also didn't know how many polys my end limit would be. So I dumped a bunch of polys on the face cause it's a story-driven game and pretty much went really low on the body. Then, lo and behold, I got the ok to go multimesh and found that the count could be alot higher than I'd anticipated. I threw more polys in the attachments in attempt to fool the eye into thinking the whole character was that high density . Guess it didn't quite work. So yeah, he's a bit inconsistant, I should throw some more polys in the calves. Thanks alot and your work looks great.
Monkei: You fling your own poo. ![](images/smiles/icon_wink.gif) |
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Akukage member
Member # Joined: 13 Oct 2001 Posts: 51 Location: SE Michigan
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Posted: Sat Dec 01, 2001 4:16 am |
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(please not this is only my opinion / preferances)
The head wrap/bandage thing looks a tad out of place. The knee pads look odd, I would add leather straps or tabs to make it look more like they are being worn, as aposed to glued on. the knap sack I would probably turn diaginaly on the back, to make it look more like how some one would carry a pack like that (pluse in the diag position it wouldn't interfere w/ the natual swing of the arms when walk / fighting. I do like the idea of the wear marks on the arse, but they seem a little off on where they are worn out the most. The pockets on the right leg are a nice touch. But, I would move them a little higher & put similar pockets on the left side (much like you see w/ cargo pants, plus it adds a bit of balance visualy). I know from hunting / playing paint ball, that close to the knee tend to be bothersome when running / when you need to retrive an item from it. I like the squareness of the rib cage, but as other said its a bit too square. If the guy has been doing lots of walk/traveling, the shoulder plates should look a little more worn & weathered. I really like the guanlet/glove things & scuff marks on the boots |
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