Author : Lonewolf


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jehuty's Avatar
Old (#1)
hello,

this is my first post ever in this part of the polycount forum.
as much as i read the other posts, i know that the texture is aslo very importent... but i've made this post just for you to look at the proportions and the modeling... plz give me some useful crits.

appriciate that. thx.


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adam's Avatar
Old (#2)
Hey man, good start on this model. Few things I've noticed right off the bat: The front shot of his, the part of his pants that meets the boots, on the inside of his legs, are really sharp. That area doesn't go with the roundness of the rest of the pant area.

If you look at the side shot, at the back of his legs (near his caves (sp??), it has a weird shape to it.. almost asthough his legs are that of a horse. (Looks asthough he has an extra joint). You have designed his pants to "puff up" where the pants touch the boot but that look isn't consistant all the way around. Make sure you keep it consistant and I'm sure that issue will be fixed right up.

Also, from what I can tell, there's a couple of wasted poly's in the crotch area. I'm @ work as I write this so I can't draw overtop of your images to illustrate what I'm talking about, but I hope it helps.
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Voodoo's Avatar
Old (#3)
your arms are a little to long aswell
Chris Card
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adam's Avatar
Old (#4)
Ah, good point Voodoo. jehuty, if you stand up and let your arms rest naturally you'll notice that your hands will be touching your thighs at about mid-way. Your character looks like he'd be able to touch his knees without having to bend. Another good point of reference is that the elbow should be in line with the bellybutton.

Hope these little tips help.
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JKMakowka's Avatar
Old (#5)
Face is too flat, and the knees seem to be a bit too high, exspecially with those knee protectors spec ops usually wear (they normally hang down a bit).
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Rick Stirling's Avatar
Old (#6)
You have a lot of sqaure polies on the model - so many edgtes are meeting at right angles, so are not defining as much of the model as they could be. Try pulling some of those verts around a little.

Example? The loop or edges around the stomach area - you could try to pull that shape into something that more closely resemebled the bottom of a ribcage.

On the arms, the cross sections could be angled a little just to give more definition without adding polygons.
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jehuty's Avatar
Old (#7)
ok... right on. thanks to all of you. i will work everything out and present the reworked model again...
it's really cool that you guys help me...

@JKMakowka: face is flat because i want him to wear these masks, you know the skimask like things... [img]/images/graemlins/smile.gif[/img] or do you think it's even to flat for that?
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jehuty's Avatar
Old (#8)
ok, here i am again with the reworked model... check it out! [img]/images/graemlins/smile.gif[/img] crits are still welcome of course...



click here for bigger version 1800x1000

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jehuty's Avatar
Old (#9)
no one anything to say? [img]/images/graemlins/frown.gif[/img]
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