Author : winged doom


Reply
Reply
 
Thread Tools Display Modes
Marshal Banana's Avatar
Old (#1)
I've started putting armor on that mesh that I made earlier. The design of the armor is inspired by Guts' Berserker armor from Berserk. Just the arms right now. The base mesh is 2078 polygons, the armor is 1484, and the total is 3786.

critiques or comments?
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Heart Murmer's Avatar
Old (#2)
Does he have feet?

Also the side profile is really static and linear, try and make it more dynamic. I scanned bridgeman's side profile of the human body for ya. Disregard his arm, I wouldn't model it like that. Also it doesn't have to be that dramatic, just don't make his body go straight down. Hope this helps.

Offline , line, 56 Posts, Join Date Feb 2007,  
   Reply With Quote

Marshal Banana's Avatar
Old (#3)
Thanks for that, Murmer. It's just a bit more dynamic, now.
The armor is now 3346 polygons, 5424 total.

Something about him is bugging me, but I just can't place my finger on it. Any ideas?
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Baddcog's Avatar
Old (#4)
He's really static/straight up and down still. Looks like he'd got a 2x4 up his spine.
Great at starting projects...
Offline , polycounter, 1,100 Posts, Join Date Jun 2007,  
   Reply With Quote

Marshal Banana's Avatar
Old (#5)
I think I got it now:
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Marshal Banana's Avatar
Old (#6)
Now I'm done with the armor. It is 4150 polygons, 6228 total.

Any critiques or comments on the design before I continue?
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Marshal Banana's Avatar
Old (#7)
Here's his weapon


Any critiques, comments, ideas, suggestions... anything? Come on, I'm beginning to feel a little ignored.
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

JZak's Avatar
Old (#8)
Hey Marshal Banana,

Your character looks as though you don't have any smoothing groups applied to it. That's why you're getting that harsh polygonal look to it. More importantly, I would do a search on the polycount boards on how to build a low poly character and start off with a better structure to your mesh. You have way too much polys than you need. Keep researching and practicing, you'll get it.
Offline , vertex, 36 Posts, Join Date Sep 2006, Location Boston, MA  
   Reply With Quote

artstream's Avatar
Old (#9)
I wish I could do a paint over, but I'm away from my work station right now. But I'll try to help as much as I can with words.
He doesn't have a distinctive silhouette....Right now he looks pretty flat (this is before the armor mind you) and he doesn't have much definition. Alot of your poly flow is very linear, which isn't good for organic characters. Move some verts down on his torso and legs. His shoulders are too far back and his stomach too far forward, like he's arching his back. His head has a odd shape to it, especially in the side view. The top and sides of his head are way too flat. In the side view, he also doesn't have a neck--it goes right from chin to chest. Overall, this character has a very mechanical look to him from the poly flow and his flat silhouette. The armor makes it look a little bit better, but it still reads mechanical and less organic.

Couple of other things. Are you going to be animating this? If so, you need to fix alot of things about the joints. There aren't enough edge loops for proper deformation. Also, this character bears strong resemblance to the Judges from Final Fantasy 12....if you were using that as reference, make sure you give it credit. If you weren't,then check it out---it might help you go in the right direction. Keep up the work though---don't quit now.
Offline , triangle, 444 Posts, Join Date Aug 2007, Location Pennsylvania  
   Reply With Quote

HonkyPunch's Avatar
Old (#10)
Some serious posture there
You're gonna carry that weight.
Steam:HonkyPunch
Offline , card carrying polycounter, 2,491 Posts, Join Date Nov 2004, Location Anywhere Send a message via MSN to HonkyPunch  
   Reply With Quote

Marshal Banana's Avatar
Old (#11)
JZak - I have the mesh set to that to prevent unsightly rendering errors that my program loves to display. What particular areas are in need of polygon reduction?

kaoticvisions - I still need to get him more organic, but I worked on it a bit. But does a basemesh really need to be very interesting? Thanks for the information on the Judges, they look very interesting.

Jimmies - what?

Made the pose less dynamic, added more edge loops in the elbows as per ancient-pig's basic deformation tutorial. I also added a face.


I need some help with the polyflow of the neck and jaw, though. I don't think it's very good right now.
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

artstream's Avatar
Old (#12)
Looking better....what you will want to do though is move the vertices to follow the flow of the body. Example would be his back vertices---they could be moved down, and probably forward a bit more to give the crevice created from the shoulder blades. The verts could also be pulled back in his head to give a more round feel---it still reads as flat. You'll still need more edge loops around his pelvis for deformation. Back to the armor, since his cape is flowy, the verts should be flowy too---it's too linear.

And as for the basemesh being interesting.....it doesn't have to be (in theory), but the things you can learn from proper modeling will make it worth the extra time you put into it. Keep it up though.
Offline , triangle, 444 Posts, Join Date Aug 2007, Location Pennsylvania  
   Reply With Quote

Legion's Avatar
Old (#13)
A cool addition would be sort of a more royal or ceremonial look to him if you will, such as a tabard or other hanging pieces of cloth, just a suggestion. Good work so far, I will keep my eye on it.
"They say time is the fire in which we burn." -Based on a line from one of Delmore Schwartz's poems
Offline , vertex, 31 Posts, Join Date Jan 2008, Send a message via MSN to Legion  
   Reply With Quote

Marshal Banana's Avatar
Old (#14)
Trying a version with less armor. The clipping will be fixed later.
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Marshal Banana's Avatar
Old (#15)
Another version. I suppose he's not really a knight anymore.

I think there's something wrong with him on the side view, but I don't know what. Also, I wanted to add some asymmetry by removing one of the pauldrons and giving him a cape that hangs over the un-armored shoulder, but I don't know how to go about doing it.
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

cholden's Avatar
Old (#16)
Yes, there's something wron giwth the side view, and the front/back as well. I don't know where you get your proportions from, but reference, reference, reference!

He had a giant head and is a skeleton under those clothes. Remember, even if your character isn't that big of a dude, he's wearing a few layers of thick clothing AND armor. This stuff isn't painted on his skin it's layers on top of that.



And yes, all my character paintovers look like Telekinetic Frog.
Offline , veteran polycounter, 3,303 Posts, Join Date Oct 2004, Location Denver, CO Send a message via ICQ to cholden  
   Reply With Quote

Marshal Banana's Avatar
Old (#17)
Alright, so he needs to be bulkier?

Which makes him look like the type to weild a really big axe
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Marshal Banana's Avatar
Old (#18)
Gave him some hair


Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Marshal Banana's Avatar
Old (#19)
Added a girdle


Should I give him some asymmetry?
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Marshal Banana's Avatar
Old (#20)
Applied base textures to the body. I haven't started on the head yet.

Anyone have anything to say about him so far?
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

almighty_gir's Avatar
Old (#21)
focus your edgeloops on the head, why do they end so suddenly and move into a grid? it really throws off what could be a good model.

you also need to look at a lot of your proportions, the head compared to the rest of the body, the legs are too thin, the forearms look too long because of where the gloves end (past the elbow). etc.
Offline , veteran polycounter, 4,295 Posts, Join Date Nov 2004,  
   Reply With Quote

Marshal Banana's Avatar
Old (#22)
Shortened the arms, scaled down the head. I think the legs are fine as they are.


Do the textures read as what they're labeled as in this picture?


Gir, could you be more specific? What area of the head are you talking about? How should the edgeloops go?
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Dude's Avatar
Old (#23)
The cloth texture wouldn't have that much weave detail for that distance unless it was really heavy weave. Even so, try scaling up the UV's or blurring the cloth texture a tad. Also highlights and shadows on your textures would add alot of life to them.
Around 3dsmax... NEVER relax!
Offline , null, 18 Posts, Join Date Mar 2005,  
   Reply With Quote

Marshal Banana's Avatar
Old (#24)
I reduced the size of the fabric weave, and added some details.

Did I do alright on the metal?
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,479 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch