View Full Version : Model Crits
03-27-2009, 01:33 PM
This is the third biped I have made, so it is not brilliant, however I am looking for some feedback if possible. Suggestions for improvements etc, taking into account that it is mirrored at the moment, hence the huge line down the middle, and the identical folds on each side (Which I will tweak once I am happy with the body)
It is currently sitting at 4,104 triangles, and I am aiming for no more than 7,000.
Thanks for any advice,
03-27-2009, 01:39 PM
Post a wire frame shot if you have it please.
Will help to point you in a direction with the modeling itself.
Pretty good start thus far.
03-27-2009, 01:39 PM
Hey Jcb33 your model is off to a great start, here are my opinion....
I think you should bring the shoulders down a little to give more definition in the neck area.
Work a little more on the hands, and bring the whole upper body right above where the belly button rests down just a little bit
Oh and more boobage definition, it looks more like a mans chest from what im seeing....
Keep working on it dude, you plan to texture?
03-27-2009, 01:48 PM
Thanks for the feedback! Here is a slightly updated version, and the wireframe.
03-27-2009, 03:20 PM
the hand needs added realism and I think the knees are too close together, other than that its coming along fine.
03-27-2009, 03:51 PM
Not brilliant at hands (As you can see) but here is a quick update:
Good so far,keep it coming.
03-27-2009, 06:58 PM
Hands look off, there needs to be a bulge where the thumb connects to the wrist. The edge loops where the legs attach to the hips are wrong, especially if you want it to be animatable. More edge loops does not equal better deformation in those areas, it's all about how the edge loops is cut, and where you place the bone.
03-28-2009, 12:31 PM
Thanks again for all the tips, updated this a little more, going to start on the head soon.
03-28-2009, 12:45 PM
just take a screenshot out of the editor with edges/wireframe enabled. Those cheating renders are hard to crit because they dont show much of the real face distribution, how clean the mesh is or how well the topology is laid out.
I would say that esspecially in the middle of the chest things look wrong and if you would post a propper wireframe (no render, just a screenshot) people could aid you with taht spot.
03-28-2009, 03:21 PM
Here we go.
03-30-2009, 07:49 AM
nice update on the upper portion
03-30-2009, 10:04 AM
What do you guys think to this?
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