so i havent been drawing for a while now.. partly because i've been working on THIS NIGHTMARE AAAhhh
so this is a 3d model of my sona, flips! modeled in blender with the help of youtube tutorials and a lotta coffee.
this model is being made with the intention for it to be game ready for a project- its currently 4,298 triangles. ive only got the modelling and uvs done; the texture is just temporary and theres no bones quite yet
if anyone has any knowledge, tips, or critiques on how i can improve this before i get it ready to animate it, i would super appreciate it! i'll scrap this in a day or so
so this is a 3d model of my sona, flips! modeled in blender with the help of youtube tutorials and a lotta coffee.
this model is being made with the intention for it to be game ready for a project- its currently 4,298 triangles. ive only got the modelling and uvs done; the texture is just temporary and theres no bones quite yet
if anyone has any knowledge, tips, or critiques on how i can improve this before i get it ready to animate it, i would super appreciate it! i'll scrap this in a day or so
Category All / All
Species Unspecified / Any
Size 1280 x 1280px
File Size 614.4 kB
Hello,
Unless there's a reason for you to have a low poly count, you would probably benefit for adding geometry. A character is generally afforded a decent poly budget unless it's a background character or something like an MMO where every savings counts. If not, then you can easily boost your tris up to 20k aka 10k quads. Game engines can handle a decent amount.
First add more edge loops around the armpit up through the clavicle. Also, from the inner thigh up over the Illium/Iliac Crest. This will reduce stretching to common problem areas. Same for the knees and elbows. http://smg.photobucket.com/user/Pri.....ology.gif.html
Again, you need more definition in your finger joints. Right now the faces are going to collapse in upon themselves and you will be sad. https://s-media-cache-ak0.pinimg.co.....aaf082c90d.jpg
Face- especially since that's where people look first. More definition, the better the rig for your animations. It also allows for more interesting facial structures. https://flippednormals.com/wp-conte.....D_topology.jpg http://www.3dmodelinghero.com/wp-co....._edge_flow.jpg
So, more geo to allow more flexibility in your animations (you will need this) and add in more definition to your model, even if it's subtle.
Unless there's a reason for you to have a low poly count, you would probably benefit for adding geometry. A character is generally afforded a decent poly budget unless it's a background character or something like an MMO where every savings counts. If not, then you can easily boost your tris up to 20k aka 10k quads. Game engines can handle a decent amount.
First add more edge loops around the armpit up through the clavicle. Also, from the inner thigh up over the Illium/Iliac Crest. This will reduce stretching to common problem areas. Same for the knees and elbows. http://smg.photobucket.com/user/Pri.....ology.gif.html
Again, you need more definition in your finger joints. Right now the faces are going to collapse in upon themselves and you will be sad. https://s-media-cache-ak0.pinimg.co.....aaf082c90d.jpg
Face- especially since that's where people look first. More definition, the better the rig for your animations. It also allows for more interesting facial structures. https://flippednormals.com/wp-conte.....D_topology.jpg http://www.3dmodelinghero.com/wp-co....._edge_flow.jpg
So, more geo to allow more flexibility in your animations (you will need this) and add in more definition to your model, even if it's subtle.
hi! thanks a ton for taking the time to give me such detailed and helpful advice. I really appreciate it!
i went for a kinda low budget (i aimed for 4000) just because i felt like a low limit would be helpful for learning and managing everything, and i had received some advice that its generally a bit friendlier for newbies to model with less polygons. I'm glad that having more won't be much of an impact; I will definitely add in some extra loops in the joints so that it will animate better.
Thanks again!
i went for a kinda low budget (i aimed for 4000) just because i felt like a low limit would be helpful for learning and managing everything, and i had received some advice that its generally a bit friendlier for newbies to model with less polygons. I'm glad that having more won't be much of an impact; I will definitely add in some extra loops in the joints so that it will animate better.
Thanks again!
You're welcome!
Finger joints, knees, ankles, armpit loops, hip loops, tail- and abdomen. The places that bend are the places to add if you can afford to.
After that it's to add to the silhouette- arms/legs so they don't accidentally end up looking like tubes. Muscle definition, hair, etc... Take a look at Judy Hopps- she's pretty simple at first glance, but there are a LOT of subtle things going on especially around the eyes, nose and mouth. You don't have a mouth bag so that's not too much to worry about, but there are still lips.
Lastly, think about where your seams are going to be because they can show up in engine, especially when lit. Don't cut her stomach down the middle, hide your seams on the sides where they're harder to see. Always hide your seams from prying eyes.
Pay more attention to hand than feet. Right now the feet have claws on them but the hands have less detail to them. Humans look at faces first, followed by hands. It's how our brains work. Feet are probably one the least interesting parts of the model because they're the farthest from the two primary areas; unless you're doing fetish.
Other than that, your geo looks nice and even.
Keep going!
Finger joints, knees, ankles, armpit loops, hip loops, tail- and abdomen. The places that bend are the places to add if you can afford to.
After that it's to add to the silhouette- arms/legs so they don't accidentally end up looking like tubes. Muscle definition, hair, etc... Take a look at Judy Hopps- she's pretty simple at first glance, but there are a LOT of subtle things going on especially around the eyes, nose and mouth. You don't have a mouth bag so that's not too much to worry about, but there are still lips.
Lastly, think about where your seams are going to be because they can show up in engine, especially when lit. Don't cut her stomach down the middle, hide your seams on the sides where they're harder to see. Always hide your seams from prying eyes.
Pay more attention to hand than feet. Right now the feet have claws on them but the hands have less detail to them. Humans look at faces first, followed by hands. It's how our brains work. Feet are probably one the least interesting parts of the model because they're the farthest from the two primary areas; unless you're doing fetish.
Other than that, your geo looks nice and even.
Keep going!
Though I have a degree in game design, but I suck at this part... I'd say it looks good, but I have no idea what it'll look like in motion. I've seen an artist's work get mangled to hell when I attached the bones and started stretching and bending the mesh to make the limbs move... But on the plus side, you're dealing with a simple color set and smooth form, not a complex textured uniform like I was. Should go better for you. Good luck, and don't get discouraged when something goes off, just be ready to make adjustments and push on.
thanks for the kind words! i'm hoping the joints will work out okay and not look all wonky; if they do it wont be too big of a deal to fix it and redo the UVs. on the bright side its easy to tweak things, so ill try my best to make sure it looks good when its ready for animating!
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